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Integrating Design Thinking in eLearning Evaluation to Drive Training Usage: A Case StudyJanuary 2020 (has links)
abstract: The purpose of this study was to increase microlearning training module usage and completions by 10–15% over a 30-day period by including evaluation in the design and development of a new microlearning training module in the golf equipment industry. Evaluation was conducted using a bespoke evaluation tool, which was designed and developed using design thinking methodology. The evaluation tool was applied to two previously designed microlearning modules, Driver Distance B and Driver Distance C, both of which served as comparisons for the new module’s completion data. Evaluation reports were generated that informed the development of the new module, named Golf Software. This action research study was grounded in constructivist learning theory, design thinking, and dashboards research. A nested, case study-mixed methods (CS- MM) design and a sequential qualitative to quantitative design were used. Research was conducted with the Knowledge Management Department at Ping, an original golf equipment manufacturer (OEM) in Phoenix, Arizona. Participants included three eLearning Designers, which included the researcher as a participant observer. Qualitative data included interviews, reflective researcher journal, and artifacts such as the new microlearning training module and evaluation reports. Quantitative data included completion numbers collected from the organization’s learning management system (LMS) and email campaign service. Findings from this study were mixed, with the new module’s completion numbers 20.27% greater than Driver Distance C and 7.46% lower than the Driver Distance B. The objective of this study was not met, but outcomes provided valuable information about incorporating evaluation in the Knowledge Management Department’s instructional design process. / Dissertation/Thesis / Doctoral Dissertation Educational Administration and Supervision 2020
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Learner Agency and Responsibility in Educational TechnologyMatthews, Michael Thomas 01 September 2016 (has links)
Though the topic of learner agency has received relatively little discussion in the literature of educational technology, it is nevertheless a significant and actually omnipresent concern of both scholars and practitioners. Through the journal-ready articles contained herein, I show how theories of learning and certain practices of instructional designers reflect implicit positions on the agency of learners. I also discuss agency in more concrete terms as the responsibility for learning that is shared with learners in instructional design contexts. In addition, I provide practical suggestions to help designers keep the learner at the forefront of their design thinking. Through this research, I hope to make the broad philosophical concept of agency more accessible and practical, and to outline some initial directions for further inquiry and practical application in the field of educational technology.
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Undergraduate Students’ Experiences of Online Learning EnvironmentsKavun, Natalia 10 September 2021 (has links)
No description available.
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CORPORATE TRAINING PROFESSIONALS' PERCEPTIONS REGARDING THE USE OF INSTRUCTIONAL SYSTEMS DESIGN IN CHINA: A MIXED METHODS STUDYHu, Li 01 December 2011 (has links)
No
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Using Interactive Diagrams to Teach Graduate Students About Statistical PowerHunter, Eric D. 16 January 2008 (has links)
This report describes the design, development, implementation, and evaluation of a web-based tutorial designed to teach graduate students about the statistical concept of power. It contains a literature review of techniques used to teach statistics, similar computer-based programs for representing the concept of power, and instructional theories that pertain to web-based tutorials. It describes the process of designing and developing this tutorial in detail. The results section contains a description of the product implementation with three different groups and discusses the qualitative and quantitative findings from each of these implementations. Finally, there is a discussion of the tutorial's strengths and weaknesses.
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Faculty Experiences with Collaborative Learning in the Online ClassroomRobinson, Heather A. 08 1900 (has links)
The purpose of this qualitative case study was to identify the perceptions and experiences that instructors in higher education have toward providing collaborative learning activities and opportunities in their online classroom. Through semi-structured interviews, the experiences of four higher education instructors from two universities were collected concerning their provision of collaborative learning opportunities in their online classrooms. A multi-phase coding process was used to analyze the information, including the constant comparative coding method for theme and category development. Three themes emerged from the study: online communication approaches matter, there are challenges and supports for online collaborative learning, and care is at the core of online learner support. The findings are discussed and recommendations are provided for the development and design of meaningful online collaborative learning.
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Student reflections as artifacts of self-regulatory behaviors for learning: A tale of two courses.Bigenho, Christopher William 12 1900 (has links)
The rapid growth of online and blended learning environments in both higher education and K-12, along with the development of innovative game based, narrative driven, problem-based learning (PBL) systems known as Alternate Reality Games (AltRG), has led to the need to understand student’s abilities to self-regulate their learning behaviors and practices in these novel environments. This study examines student reflections and e-mails related to self-regulatory practices for learning across two different course designs for an Internet-based course in computer applications. Both designs leverage PBL but apply different levels of abstraction related to content and the need to self-regulate. The study looked specifically at how students communicated about learning across these environments, what student communications indicated about student readiness for university online learning and how instructional design and methods of instruction shaped student expressions of learning and self-regulation. The research design follows an ethnographic and case study approach as two designs and four sections are examined. Data was collected from student blog posts, email messages and semi-structured interviews. Atlas.TI was used to code the data using constant comparative analysis. A sequential analysis was applied using an a priori structure for self-regulation and post hoc analysis for emergent codes that resulted in the following categories: distraction, group experience, motivation, emotion, prior experiences, and time. Results indicated qualitative differences between the two designs related to student communications for learning and self-regulation. Findings were reported for both the a priori and post hoc analysis. Additionally, two major findings are reported as emerging themes. These are presented and discussed as The Expectation Gap and Different Designs, Different Outcomes.
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Enhancing Organizational Creative Problem Solving Through Improvisational Comedy: Encouraging Adult PlayHerriman, Kimberly Suzanne January 2021 (has links)
No description available.
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The Impact of Experiential Virtual Dinosaur Excavation Assignments on Exam Preparation and Performance in an Introductory, University-Level Geology CourseOrtiz, Nicole Elizabeth 03 December 2020 (has links)
Advocates assert that experiential/applicational learning facilitates deep understanding but there is a dearth of empirical research testing the effectiveness of experiential learning in university geology courses. Domack (1999) and Moecher (2004) document applicational assignments within geology courses. These evaluations, however, are based solely on instructor opinion and informal student comments. To evaluate the effectiveness of experiential assignments this study utilizes empirical data from control and test groups in each of two semesters of Geology 100, a general education course on dinosaurs. Control groups completed traditional research papers which were replaced by experiential assignments in the test groups. The first semester groups exhibited no statistical difference in exam scores. Following a redesign of the experiential assignment for the second semester, the test group scored 4.8% better on average on exams than the control group. Post-exam questionnaires revealed that the test groups in both semesters of the study felt the experiential assignments provided significant exam preparation, an opinion not shared by the control groups' experience with term papers.
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A “TRANSLATOR” TO BRIDGE DISCIPLINARY BOUNDARIES: AN EXPANSION OF AGENCY OF AN INSTRUCTIONAL DESIGNERIryna V Ashby (12371233) 20 April 2022 (has links)
<p>Interdisciplinary education has been viewed as a way to give an edge to graduates in terms of developing creativity, innovation, ability to synthesize knowledge, and develop a range of professional skills (Haynes, 2017). However, the push towards interdisciplinarity as opposed to a disciplinary field is a challenge due to strong educational traditions, power dynamics, academic freedom, as well as the power faculty has to form their areas of research interest and disciplines (Ashby & Exter, 2019; Becher & Trowler, 2001; Klein, 2006). Likewise, the diversity of members of an interdisciplinary team can lead to negative forces that can only be overcome with open communication and understanding of both boundaries and ways to address them. This means that an interdisciplinary team may need to have a translator to help build common knowledge, facilitate engagement, and address tacit issues. Instructional designers have the potential to play a translator role. Rooted across the author’s three publications, the focus of this dissertation is to establish the vision for instructional designers getting a more proactive role on an interdisciplinary program design team (translator agency), where mediation of knowledge is needed across faculty to build a successful program. </p>
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