Identifying factors that predict student success in a community college online distance learning course. (open access)

Identifying factors that predict student success in a community college online distance learning course.

The study's purpose was to identify demographics, educational background, finances, formal and informal education and experiences, reading habits, external environmental factors, psychological factors, and computer efficacy factors that predict a student's ability to successful complete an online (Web-based) distance learning community college course. Major student retention theories and student attrition and persistence research guided the study. Distance learners (N = 926) completed four surveys, which collected data for 26 predictor variables that included age, gender, marital status, ethnicity, support others, course load, first-time student, last semester attended, student type and location, financial stability, tuition payment, prior learning experiences, reading habits, family support, enrollment encouragement, study encouragement, time management, study environment, employment, extrinsic and intrinsic motivation, locus of control, self-efficacy, computer confidence and skills, and number of prior online courses. Successful or unsuccessful course completion was the dependent variable. Statistical analyses included Cronbach's alpha, Pearson chi-square, two-sample t test, Pearson correlation, phi coefficient, and binary logistic regression. Variables in each factor were entered sequentially in a block using separate binary logistic regression models. Statistically significant variables were course load, financial stability, prior learning experiences, time management and study environment, extrinsic motivation, self-efficacy, and computer skills. Selected predictor variables (N = 20) …
Date: December 2007
Creator: Welsh, Johnelle Bryson
System: The UNT Digital Library
The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience. (open access)

The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build …
Date: May 2009
Creator: Dondlinger, Mary Jo
System: The UNT Digital Library
Analyzing Learner Characteristics, Undergraduate Experience and Individual Teamwork Knowledge, Skills and Abilities: Toward Identifying Themes to Promote Higher Workforce Readiness (open access)

Analyzing Learner Characteristics, Undergraduate Experience and Individual Teamwork Knowledge, Skills and Abilities: Toward Identifying Themes to Promote Higher Workforce Readiness

With the world amidst globalization and economic flux affecting business, industry, and communities the need to work together becomes increasingly important. Higher education serves an important role in developing the individual teaming capabilities of the workforce. This environment is the time and place - opportunity for student personnel to develop these capabilities. This multiple case study utilized the analysis phase (learner, setting and job) of an instructional design model to analyze learner characteristics, the higher education environment/undergraduate experience, and the job/skills associated with individual teamwork knowledge, skills, and abilities of students from a senior cohort of the TRiO - SSS Project at a public student-centered research institution. The results yielded themes to promote the development of target populations individual teamwork KSAs which should increase their readiness to meet the teaming demands of today's employers. With an engaging undergraduate experience, inclusive of interaction with faculty members and collaborative learning with their peers, structured opportunities to practice individual teamwork KSAs in a work setting or internship, these underrepresented students may be an asset that is needed to meet the global workforce needs and fill civic capacities in their home communities.
Date: August 2009
Creator: Frederick, Consuelo V.
System: The UNT Digital Library
Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment (open access)

Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment

The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate students in their first semester at the College of Architecture and Design of the Autonomous University of the State of Mexico participated in the research, and were divided in two groups, one of which used a 3D virtual representation previous to the museum visit. Results show that participants who experienced the virtual museum concurred that using it was a positive experience that prepared them to go to the real museum because they knew already what they were going to find. Most of the participants who experienced the virtual museum exhibited an increased activity during their museum visit, either agreeing, being more participative, concurring and showing acceptance, asking questions, or even giving their opinion and …
Date: May 2012
Creator: D’ Alba, Adriana
System: The UNT Digital Library
Mathematics Anxiety and Mathematics Self-efficacy in Relation to Medication Calculation Performance in Nurses (open access)

Mathematics Anxiety and Mathematics Self-efficacy in Relation to Medication Calculation Performance in Nurses

The purpose of this study is to identify and analyze the relationships that exist between mathematics anxiety and nurse self-efficacy for mathematics, and the medication calculation performance of acute care nurses. This research used a quantitative correlational research design and involved a sample of 84 acute care nurses, LVNs and RNs, from a suburban private hospital. the participants filled out a Mathematics Anxiety Scale, a Nurse Self-Efficacy for Mathematics Scale and also completed a 20-item medication calculation test. Significant practical and statistical relationships were discovered between the variables utilizing multiple linear regression statistics and commonality analysis. As the Nurse’s Mathematics anxiety score increased the scores on the medication test decreased and the scores on nurse self-efficacy for mathematics scale also decreased. the demographic item of “Hours a nurse worked in one week” had the greatest significance. the more hours a nurse worked the lower their score was on the medication calculation test. This study agrees with others that nurses are not good at mathematics. This study also correlated that as the number of hours worked increased so did the medication calculations errors. and many nurses have a measurable level of anxiety about mathematics and dosage calculations and this may influence …
Date: May 2012
Creator: Melius, Joyce
System: The UNT Digital Library
Online Course Design Elements to Better Meet the Academic Needs of Students with Dyslexia in Higher Education (open access)

Online Course Design Elements to Better Meet the Academic Needs of Students with Dyslexia in Higher Education

This study sought to determine if an online course designed and delivered in Second Life can meet the needs of higher education students with dyslexia. the course design incorporated strategies from Gagne’ and Briggs’ principles of instruction, Gagnon and Collay’s constructivist learning design, Powell’s key learning needs of dyslexics, and elements of universal design. Specific design elements are discussed including screen captures from the design. the study employed a mixed methods approach incorporating an online survey, recorded observation session, and two follow up interviews. the observation session and interviews were only completed by the sample population of eight participants, which included three participants with dyslexia and five participants without dyslexia. the sample population was selected using purposeful sampling techniques to ensure the widest representation of the population with a small sample. Extensive excerpts of the sample participants’ interview responses are presented and discussed, including participants’ suggestions for improving the course design. Key findings from all three data sources are discussed. Finally, implications for instructional design and special education and suggestions for further research are presented.
Date: May 2012
Creator: Dziorny, Mary Aileen
System: The UNT Digital Library
Teacher Perception of Project-Based Learning in a Technology-infused Secondary School Culture: a Critical Ciné-ethnographic Study (open access)

Teacher Perception of Project-Based Learning in a Technology-infused Secondary School Culture: a Critical Ciné-ethnographic Study

Project-based learning has long been used in the educational realm as it emphasis a student-centered strategy which promotes meaning, enriched learning that enhances inquiry and problem-solving skills in a rich, authentic environment. The relevance and authentic design of projects may further be enhanced by the use of technology in the classroom. Technology is rapidly changing the face of American education in ways that were barely thinkable as little as five years before and provides the possibility for student to collaborate and complete complex project-based tasks with further level of authenticity which connects to the students preferred method of learning and productivity outside the classroom. At New Tech high school in Coppell, Texas, the entire curriculum is based around this project-based learning in a technology-infused classroom. This qualitative, case-based study is designed to explore and examine the teachers' perceptions of the use of project-based learning, technology in this non-traditional environment. The study also investigates the teacher perceptions of students' response to project-based learning and the technology available to them in their project-based tasks. Finally the study discusses the finding and their possible implications for traditional educational environments.
Date: December 2012
Creator: Gratch, Jonathan
System: The UNT Digital Library
Analyzing Patterns Within Academic and Legal Definitions: a Qualitative Content Analysis of the Term "Cyberbullying" (open access)

Analyzing Patterns Within Academic and Legal Definitions: a Qualitative Content Analysis of the Term "Cyberbullying"

Regardless of culture or nation, students today are experiencing bullying via technology. With the rise of technology, this abuse has the ability to become more far-reaching, and more pervasive than ever. These students face oppression, and in some cases severe imbalances of power. Current research is being conducted and laws created based on varying operational and conception definitions of the term "cyberbullying." This study aims to analyze and provide a coherent definition for the term "cyberbullying" as it is used in research and legislation, especially in the context of today's educational environments. The results help shed light on the large variances in the term and suggestions are made to clarify the definition as the field continues to move forward.
Date: August 2013
Creator: Winn, Matthew R.
System: The UNT Digital Library
Exploring the Impact on Self-regulated Learning: a Comparative Analysis of Learner Experiences Using Problem-based Learning, Game Play, and Computer-based Instruction (open access)

Exploring the Impact on Self-regulated Learning: a Comparative Analysis of Learner Experiences Using Problem-based Learning, Game Play, and Computer-based Instruction

The ability to transfer what you know to new and different contexts is a sign of successful learning. While students often graduate from college with the required number of courses many lack the skills necessary to apply appropriate strategies to solve problems in different contexts, to reason, and think critically. More than a decade ago the Boyer Report (1995) pointed to this fact as a sign that Universities were falling short in adequately supporting their undergraduate populations. As a result, it is not uncommon to see educational institutions introducing new courses and programs geared towards helping students learn better. This study explores learner experiences and the impact on self-regulated learning within a distributed learning setting when motivated by problem-based learning, game play, and computer-based instruction. In this study the instructional design of the course introduced undergraduate students to authentic learning experiences in which students engaged in collaborative problem solving and learning activities framed within the narrative of an alternate reality game. Fifteen self-regulated learning constructs were examined. The comparison group engaged with problem solving tasks and computer-based instruction. Additionally, the study used the theory Learning and Teaching as Communicative Action and its four communicative actions as a lens to understand …
Date: August 2013
Creator: Najmi, Anjum A.
System: The UNT Digital Library
Indicators of Science, Technology, Engineering, and Math (Stem) Career Interest Among Middle School Students in the Usa (open access)

Indicators of Science, Technology, Engineering, and Math (Stem) Career Interest Among Middle School Students in the Usa

This study examines middle school students' perceptions of a future career in a science, math, engineering, or technology (STEM) career field. Gender, grade, predispositions to STEM contents, and learner dispositions are examined for changing perceptions and development in career-related choice behavior. Student perceptions as measured by validated measurement instruments are analyzed pre and post participation in a STEM intervention energy-monitoring program that was offered in several U.S. middle schools during the 2009-2010, 2010-2011 school years. A multiple linear regression (MLR) model, developed by incorporating predictors identified by an examination of the literature and a hypothesis-generating pilot study for prediction of STEM career interest, is introduced. Theories on the career choice development process from authors such as Ginzberg, Eccles, and Lent are examined as the basis for recognition of career concept development among students. Multiple linear regression statistics, correlation analysis, and analyses of means are used to examine student data from two separate program years. Study research questions focus on predictive ability, RSQ, of MLR models by gender/grade, and significance of model predictors in order to determine the most significant predictors of STEM career interest, and changes in students' perceptions pre and post program participation. Analysis revealed increases in the perceptions …
Date: August 2013
Creator: Mills, Leila A.
System: The UNT Digital Library
The Current State of Us Higher Education Social Media Policies with Regard to Teaching and Learning: a Document Review Needs Assessment (open access)

The Current State of Us Higher Education Social Media Policies with Regard to Teaching and Learning: a Document Review Needs Assessment

In the world we live in today, having a social media account such as Facebook, LinkedIn, Twitter, or Google+ has become deeply ingrained in our society. The old way of networking with who you knew or who knew your family is no longer in play for many people. In the times in which we live, much personal and professional networking is completed via social media. The old way of networking had unwritten rules of engagement which, basically, were to be respectful and not cause any embarrassment within the network. Rules for best practice engagement are still evolving for this new way of using social media for personal and professional networking, which is the premise for the current study which addresses: the gap in U.S. university social media policies, with regard to teaching and learning. In order to gauge the policy interlude, a sample of over 49 U.S. university social media policies were gathered for a comprehensive document analysis. The Google search engine was used to find the policies, next the qualitative software NVivo10 was used to procure and analyze the policies. Additionally, triangulation was performed by three member checking volunteer investigators. The results of the study, disclosed that current policies …
Date: December 2013
Creator: Reed, Adalheidur Steinunn
System: The UNT Digital Library
A Study of Learning Outcomes of a Mobile Travel Application in Tourism Geographic Course (open access)

A Study of Learning Outcomes of a Mobile Travel Application in Tourism Geographic Course

Mobile technologies have been adopted into education more and more. New hardware, such as smart phones and tablets, has increased the popularity of mobile technology. There are also many applications created for the fields of education and tourism. This research chose a travel application from Taiwan to apply into a tourism geographic course at the Taiwan Hospitality and Tourism College (THTC). A quasi-experiment design was applied to this study. Two classes/groups participated in the study. One class was the treatment group which used the travel app through teaching scenarios. The other group was the contrast group which used a lecture format with handouts. Both groups were given a pre-test to determine knowledge of Danongdafu Forest Park (DFP), and Taiwan tourism geography. A post-test was administered after eight weeks of teaching activities. Post intervention scores were compared to pre-intervention scores between the two groups. The results of ANOVA showed that there was no statistically significant learning difference between the treatment group and the contrast group. A paired-sample t-test analysis revealed that after eight weeks of teaching DFP content, both groups gained significantly in knowledge. Furthermore, the learning attitudes and interviews of the treatment group students indicated positive responses utilizing m-learning in …
Date: May 2014
Creator: Chou, Chen-Hsiung
System: The UNT Digital Library
Factors Impacting the Accuracy of Self-report Perceptions of Expertise in Technology Integration (open access)

Factors Impacting the Accuracy of Self-report Perceptions of Expertise in Technology Integration

The focus of this study is to determine how closely self-report perceptions of technology integration skills align with the observations of an external evaluator. Participants were elementary and secondary teachers in a north Texas school district. The district is in the process of implementing a one-to-one initiative using a major vendor’s tablet devices. The study utilized both quantitative survey methodology, and a qualitative observational tool to record learning activities in the K-12 classroom. For the quantitative phase, three validated single-item self-report instruments were administered to the teachers via an online survey; the instruments utilized were the Concerns-Based Adoption Model—Levels of Use (CBAM-LoU); Stages of Adoption of Technology; and the Apple Classroom of Tomorrow (ACOT). In the qualitative portion of the study, classroom teachers involved in the one-to-one innovation were observed and rated by the Technology Integration Matrix, an instrument specifically designed to observe technology integration skills and practices in K-12 instructional settings. Kendall’s tau correlations between the various self-report instruments and the external observer rating are: CBAM, r = .51 (p is not significant); Stages, r = .58 (p < .05); ACOT, r = .82 (p < .01). Additionally, regression models were run using all three self-reports as predictors of …
Date: December 2014
Creator: Mayes, Garry W.
System: The UNT Digital Library
Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game (open access)

Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
Date: December 2014
Creator: Rice, John W., 1967-
System: The UNT Digital Library
Measuring Culture of Innovation: A Validation Study of the Innovation Quotient Instrument (open access)

Measuring Culture of Innovation: A Validation Study of the Innovation Quotient Instrument

The ability for an organization to innovate has become one of the most important capabilities needed in the new knowledge economy. The research has demonstrated that an organization’s culture of innovation in particular predicts organizational innovativeness across multiple industries. To provide support to these organizations in their abilities to understand the culture of innovation, researchers have developed instruments to measure culture of innovation, and while many of these instruments have been widely used to inform organizational opportunities for improvement, few of these instruments have been validated or replicated beyond their initial use. The current study employs multiple factor analytic methods to validate the factor structure of the Innovation Quotient instrument developed by Rao and Weintraub and assess the extent to which the instrument is reliable for multiple organizational groups. The results of this study, as well as implications for researchers interested in culture of innovation, are presented.
Date: December 2015
Creator: Danks, Shelby
System: The UNT Digital Library
Customizable Modality Pathway Learning Design: Exploring Personalized Learning Choices through a Lens of Self-Regulated Learning (open access)

Customizable Modality Pathway Learning Design: Exploring Personalized Learning Choices through a Lens of Self-Regulated Learning

Open online courses provide a unique opportunity to examine learner preferences in an environment that removes several pressures associated with traditional learning. This mixed methods study sought to examine the pathways that learners will create for themselves when given the choice between an instructor-directed modality and learner-directed modality. Study participants were first examined based on their levels of self-regulated learning. Follow-up qualitative interviews were conducted to examine the choices that participants made, the impact of the course design on those choices, and what role self-regulation played in the process. The resulting analysis revealed that participants desired an overall learning experience that was tailored to personal learning preferences, but that technical and design limitations can create barriers in the learning experience. The results from this research can help shape future instructional design efforts that wish to increase learner agency and choice in the educational process.
Date: May 2016
Creator: Crosslin, Matthew B.
System: The UNT Digital Library
Factors influencing parental attitudes toward digital game-based learning. (open access)

Factors influencing parental attitudes toward digital game-based learning.

The purpose of this non-positivistic mixed-methods study is to examine parental attitudes towards the use of computer and video games in their child’s classroom and to investigate how the sociocultural contexts in which parents live affect those attitudes. The research was conducted using a mixed-methods triangulation design, including both quantitative and qualitative techniques. First, the study tried to identify which groups of parents were better positioned to accept and support digital game-based learning and which groups were less likely to have a positive attitude toward integrating digital games into the classroom. This study tried to determine if socioeconomic status, age, education level, and/or cultural background could serve as a predictor of parental attitudes toward digital game-based learning. Second, the study tried to recognize how social and cultural contexts in which parents live affect their attitudes toward digital games in the classroom. Many researchers agree that parents play an important role in students’ and eventually, educators’ attitudes toward gaming. It has been argued that if parents accept a certain non-traditional (digital) learning tool, then their children would most likely have a similar attitude toward it. Parents might be the support system that educators need in order to ensure that students are …
Date: May 2016
Creator: Piller, Yulia
System: The UNT Digital Library
Design of Informal Online Learning Communities in Education (open access)

Design of Informal Online Learning Communities in Education

The U.S. Department of Education, Office of Ed Tech Future Ready program has encouraged the use of open informal learning communities as professional learning opportunities for educators. This study categorizes 46 state Twitter chats by their moderation techniques and design. A purposive sample of Twitter chat designers participated in this phenomenological exploration that demonstrates how the designs of these informal learning spaces are aligned with the designers' pedagogical philosophies. Recommendations for supporting, growing, and sustaining similar learning communities are included.
Date: August 2016
Creator: Kilgore, Whitney Kay
System: The UNT Digital Library
Integrative Technology-Enhanced Physical Education: An Exploratory Study with Elementary School Students (open access)

Integrative Technology-Enhanced Physical Education: An Exploratory Study with Elementary School Students

Wearable technology has made a positive impact in the consumer industry with its focus on adult fitness. Devices and applications are pervasive, inexpensive and are in high demand. Our nation struggles with obesity and health concerns related to poor fitness. However, the research on such technology has been more focused on adults. Therefore, the need to investigate wearable technology for fitness improvement with children is essential. Children lead increasingly sedentary lifestyles through TV watching, technology-use and a reduction in physical activities. Further, our society is exposed to quick food loaded with calories. These factors contribute to the growing epidemic of childhood obesity. The need to educate students early, on their ability to monitor their fitness, is the focus of this research. This dissertation investigated the impact of an integrated technology-enhanced physical education model with 127 fifth grade students over an 11-week period. A detailed analysis, looking at theoretical perspectives across multiple data collections was conducted. This study answered the questions, 1. To what extent can students improve their performance with technology-enhanced physical education? 2. To what extent can students learn to self-monitor their performance levels? How do affective components impact teaching and learning with a technology-enhanced physical education model? Results …
Date: May 2017
Creator: Barbee, Stephanie S.
System: The UNT Digital Library
Educational Technology: A Comparison of Ten Academic Journals and the New Media Consortium Horizon Reports for the Period of 2000-2017 (open access)

Educational Technology: A Comparison of Ten Academic Journals and the New Media Consortium Horizon Reports for the Period of 2000-2017

This exploratory and descriptive study provides an increased understanding of the topics being explored in both published research and industry reporting in the field of educational technology. Although literature in the field is plentiful, the task of synthesizing the information for practical use is a massive undertaking. Latent semantic analysis was used to review journal abstracts from ten highly respected journals and the New Media Consortium Horizon Reports to identify trends within the publications. As part of the analysis, 25 topics and technologies were identified in the combined corpus of academic journals and Horizon Reports. The journals tended to focus on pedagogical issues whereas the Horizon Reports tended to focus on technological aspects in education. In addition to differences between publication types, trends over time are also described. Findings may assist researchers, practitioners, administrators, and policy makers with decision-making in their respective educational areas.
Date: December 2017
Creator: Morel, Gwendolyn
System: The UNT Digital Library
U.S. International ESL Students' Experiences with and Perceptions of Utilizing Mobile Technologies for English Learning (open access)

U.S. International ESL Students' Experiences with and Perceptions of Utilizing Mobile Technologies for English Learning

The purpose of this research was to examine ESL (English as a second language) students' current use of their mobile phones for English skill building activities outside of class in a U.S. school setting. In addition, this research reported on students' perceptions of the potential benefits of using smartphones in class for English learning. Also learners' current English related activities using mobile devices and time duration of using different phone features were studied. The literature review included smartphones, computer education, mobile learning, mobile assisted language learning (MALL), computer assisted language learning (CALL), theories of second language learning, second language learner attributes and the use of smartphones outside the classroom. An electronic survey was used to collect the quantitative data which were analyzed by descriptive and inferential statistics. The results concluded that students used mobile applications on a daily basis to read and write email, read books and news, check a dictionary, talk, text and video chat. Students used mobile phones outside of class to improve the English skills listed in the survey and the same participants perceived the potential benefits of using smartphones in class for the same English skills. Among the English skills, vocabulary exercises, finding example sentences of …
Date: December 2017
Creator: Zhu, Shanyuan
System: The UNT Digital Library
Using a Text Mining Approach to Examine Online Learning Research Trends of the Past 20 Years (1997-2016) (open access)

Using a Text Mining Approach to Examine Online Learning Research Trends of the Past 20 Years (1997-2016)

The purpose of this research is to identify longitudinal trends relevant to online learning research within 15 highly regarded, peer-reviewed publications in educational technology and online education. Online instruction has become a popular form of education delivery across academic institutions. A review of literature on the topic shows that missing from the corpus is a trend analysis focused in online learning research across multiple journals. Previous efforts of establishing trends in online learning are narrow in focus using only one journal or a shortened time frame. This metatrend analysis employed text mining techniques to examine twenty years (1997-2016) of published research in an effort to establish past, present and emerging trends within published literature. A general bibliometric analysis is offered highlighting prolific and yearly journal publications. Meaningful trending terms used during the twenty-year time period were identified and analyzed. A cluster analysis performed on the extracted data provides a single layer taxonomy regarding online learning research. Time trends within the clusters were identified to offer a more in-depth analysis. Trends revealed during the research indicate a changing relationship of online learning and distance education. A strong emphasis on students and learning was noted as a consistent trend throughout the literature. …
Date: December 2017
Creator: Keahey, Heather Lynn
System: The UNT Digital Library
Teacher Perceptions of Student Engagement as Related to Technology Implementation in the Classroom (open access)

Teacher Perceptions of Student Engagement as Related to Technology Implementation in the Classroom

The challenges of at-risk students are not new. Newspaper articles from the 1860s presented information about communities seeking to help students to complete school and find employment to provide a livable wage. Today's solutions focus on legislation intended to affect societal change and provide equitable opportunities for at-risk students. Much research regarding how to improve academic outcomes for at-risk students addresses high school level, identifying those factors that encourage secondary learners to remain in school. However, less work has been done investigating whether earlier intervention can obviate later retention efforts by improving students' learning outcomes in the elementary grades. In this vein, engagement is a factor found to positively influence learning, particularly when students are actively engaged with instructional content. Technology can facilitate such interactions between students and content; however, research is needed to better understand the relationship between student engagement and technology, particularly with at-risk students in elementary settings. Seeking to address the gap, this qualitative study examined the occasion of a fifth-grade school that recently implemented 1:1 technology. Using a case study approach, researchers explored the effects of the 1:1 Chromebook implementation on teacher-perceived student engagement at the elementary level. This study sought to better understand how this …
Date: December 2018
Creator: Mata, Jodi Lane
System: The UNT Digital Library
Use of Digital Fabrication Tools and Curriculum with Gifted Students in Rural Middle Schools (open access)

Use of Digital Fabrication Tools and Curriculum with Gifted Students in Rural Middle Schools

This study focuses on the use of American Invention Kits from the Smithsonian Institute in conjunction with a 3D printer. In conjunction with a large dataset from a study funded by the National Science Foundation (NSF), this innovative research focuses on the effect the digital fabrication curriculum unit has on gifted and talented students' knowledge and affinity toward the fields of science, technology, engineering, and mathematics (STEM). Students from two rural middle schools in north-central Texas (N = 190) took part in this quantitative study; the students were divided among four subgroups: gifted-contrast (n = 12), gifted-treatment (n = 8), nongifted-contrast (n = 76), and nongifted-treatment (n = 94). The surveys utilized include the STEM Semantics Survey, TIMSS-Limited, and a knowledge assessment for the specific curriculum unit focused on the solenoid. The STEM Semantics Survey is divided into five subsets. Thirty-two separate one-way repeated measures ANOVAs were performed across the surveys and subgroups. Statistically significant results were found on four comparisons. This research holds implications in the areas of advocating for gifted education, collecting field data, utilizing large datasets, and understanding rural schools.
Date: December 2018
Creator: Moore, Vince
System: The UNT Digital Library