Essential Competencies for Entry-Level Management Positions in the Food and Beverage Industry in Taiwan and Mainland China (open access)

Essential Competencies for Entry-Level Management Positions in the Food and Beverage Industry in Taiwan and Mainland China

The purpose of this study was to identify the essential competencies for entry-level management positions in the food and beverage (F&B) industry based on the perspectives of Taiwanese industry professionals across three groups: work experience in Taiwan and/or mainland China, two F&B sectors (Hotel F&Bs and restaurants), and three management levels (first-line, middle, and top). A total of 515 Taiwanese F&B industry professionals participated in this study with 104 participants currently employed in mainland China, some of whom worked previously in Taiwan, and 411 participants working in Taiwan, without work experience in mainland China. Factor analysis produced four dimensions of important competencies: leadership, F&B management, interpersonal skills, and communication skills. Results indicated that communication skills was the only dimension that showed significant difference between participants with and without work experience in mainland China. The findings of this study indicated that 14 of 41 competency items were ranked in the top 10 based on the responses of the three groups. Participants from all three groups ranked "high level of personal integrity" as the most important competence and "ability to communicate orally in proper English" was ranked as the second most important competence by all groups except the restaurant sector. The results …
Date: August 2019
Creator: Huang, Tai-Yi
System: The UNT Digital Library
Using Google Docs to Support Collaborative Learning and Enhance English Language Skills among Non-Native English Speaking Students (open access)

Using Google Docs to Support Collaborative Learning and Enhance English Language Skills among Non-Native English Speaking Students

Collaborative writing technologies such as Google Docs is believed to be a helpful tool in supporting the development of constructivist learning environments. However, not much research has been done among special populations outside the United States. This dissertation examines how using google docs can enhance collaborative learning among non-native English-speaking students at a university in Oman. A total of 52 students participated in this study, where they completed a collaborative writing activity using Google Docs. This exploratory study yielded quantitative as well as qualitative data. Interviewees shared their experience of using Google Docs for the collaborative writing activity. The research shows that Google Docs promoted collaborative interactions among students, such as learning from each other and communicating with the teacher. Interestingly, the data indicate that students used alternate social media such as WhatsApp to communicate with their group mates regarding the collaborative writing activity. Overall, the results obtained here confirm that the Google Docs can be used to enhance collaborative learning among non-native English-speaking students.
Date: December 2018
Creator: Mahmood, Nafisa
System: The UNT Digital Library

Remote Workplace Learning Shift to Remote Learning during the COVID-19 Pandemic

The need for online remote working from home significantly increased due to the COVID-19 pandemic. This unexpected crisis forced individuals and organizations to rapidly transition from face-to-face training to remote learning at home. This switch happened overnight and was not optional but necessary. Employees had to adapt to new online learning techniques, seeking to preserve the same level of learning as working from the office. The study participants were male and female remote workers in the United States aged 18 and over. A questionnaire focused on evaluating online training in the workplace and a survey measuring two types of attitudes related to the transfer of training and technology integration while taking online training courses that were distributed online. The study collected a total of 50 responses from participants for analysis. According to the study results, employees noted some positive features of remote learning, such as flexibility, self-paced learning opportunities, and faster content absorption. Areas employees identified for improvement were closely related to the causes of complaints, such as network and technology issues, using a learning management system (LMS), instructions for using an LMS or course management system (CMS), face-to-face tech support, distractions, and suitable workspace at home. The study's results …
Date: July 2023
Creator: Jackson, Kimberly Nicole
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
A Study of Student's Perceptions of Blended Learning Environments at a State-Supported Postsecondary Institution (open access)

A Study of Student's Perceptions of Blended Learning Environments at a State-Supported Postsecondary Institution

The purpose of this study was to conduct exploratory research regarding students' perceptions of blended learning environments at a state supported postsecondary institution. Specifically investigated were students' overall perceptions of blended learning environments, the reasons they chose to take a blended course, and whether generational differences existed in students' affected perceptions. An electronic survey was distributed to students enrolled in blended learning courses at the end of the spring 2009 term.
Date: May 2010
Creator: Shaw, Joanna G.
System: The UNT Digital Library
Exploring the Effectiveness of Curriculum Provided Through Transmedia Books for Increasing Students’ Knowledge and Interest in Science (open access)

Exploring the Effectiveness of Curriculum Provided Through Transmedia Books for Increasing Students’ Knowledge and Interest in Science

Transmedia books are new and emerging technologies which are beginning to be used in current classrooms. Transmedia books are a traditional printed book that uses multiple media though the use of Quick Response (QR) codes and augmented reality (AR) triggers to access web-based technology. Using the transmedia book Skills That Engage Me students in kindergarten through second grade engage in curriculum designed to introduce science skills and careers. Using the modified Draw-a-Scientist Test (mDAST), observations and interviews, researchers analyzed pre and post data to describe changes students have about science and scientists. Future study may include the development and validation of a new instrument, Draw a Science Student, and examining the mDAST checklist with the intention of updating the parameters of what is considered positive and negative in relationship with work a scientist conducts.
Date: December 2015
Creator: Ponners, Pamela Jones
System: The UNT Digital Library

High-Immersion Virtual Reality for Language Learning

This manuscript-style dissertation consists of three publications interconnected in their focus on the dynamically evolving use of immersive virtual reality technologies for language education. The manuscripts included in this dissertation were adapted from three research papers published or submitted for publication in scientific journals and book chapters. The first manuscript provides an overview of immersive technologies of different levels of immersion, ranging from 2D displays on a flat screen to highly immersive interactive experiences rendered in virtual reality using head-mounted displays. The second manuscript is a systematic review, and it narrows down the scope of immersive technologies outlined in the previous publication by exploring existing research on the technologies related to the highest level of immersion for language learning, namely the high-immersion virtual reality technologies. The third manuscript continues to investigate the application of those technologies for language learning, but the focus is shifted from examining virtual reality applications to exploring language teachers' beliefs about using those technologies. This dissertation offers a comprehensive overview of high-immersion virtual reality use for language learning which may serve as an ideal starting point for researchers and educators interested in learning more about the current state of virtual reality integration in schools from the …
Date: May 2022
Creator: Kucher, Tetyana
System: The UNT Digital Library
Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft (open access)

Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft

The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture. Fifty-nine school age students ranging in ages from eight to twelve years old participated fully in the study. The students were not grouped by age, but instead self-selected partners with which to work during the course of their creations. Results show that students who participated in the Minecraft driven course were highly engaged and …
Date: August 2015
Creator: Roberts-Woychesin, Jami
System: The UNT Digital Library
Preparation to Teach in Technology-Rich K-12 Classroom Environments (open access)

Preparation to Teach in Technology-Rich K-12 Classroom Environments

In today's schools, the ability to integrate technology into the teaching and learning environment is a necessary and crucial skill. Many K-12 classroom environments are technology-rich, with 1:1 devices, blended learning, and even distance instruction taking place. However, new teachers often enter the classroom unprepared to successfully utilize educational technology and navigate the technology-rich classroom environment. This research study examined the preparation of preservice teachers to teach with technology in today's classrooms, and explored the gap between the preparation teachers received in their teacher education program and what they needed to be able to be successful as classroom teachers. The primary goal was to explain how teachers are currently being prepared to teach with educational technology and compare that preparation to the skills they found they needed when they began teaching. This study was an exploratory qualitative study that employed survey and interview research approaches to establish a baseline of how technology skills are being addressed in educator preparation programs and how new teachers are utilizing technology in their classrooms. The survey questions consisted of structured and open-ended questions, and the interviews were semi-structured interviews. Results of this research study provide information for future research in the area of teacher …
Date: December 2022
Creator: Conan, Jenna Marie
System: The UNT Digital Library
Student reflections as artifacts of self-regulatory behaviors for learning: A tale of two courses. (open access)

Student reflections as artifacts of self-regulatory behaviors for learning: A tale of two courses.

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 …
Date: December 2011
Creator: Bigenho, Christopher William
System: The UNT Digital Library
A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling (open access)

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and …
Date: May 2016
Creator: Wakefield, Jenny S.
System: The UNT Digital Library
Effects of Native-English Computer-Assisted Pronunciation Training in an Online Hybrid Learning Environment (open access)

Effects of Native-English Computer-Assisted Pronunciation Training in an Online Hybrid Learning Environment

The purpose of this dissertation was to understand and compare the effect of training non-native English Speaking (NNES) learners (N = 480) in two distinct learning environments, (i) traditional face-to-face and (ii) online synchronous hybrid learning (SHL). In the traditional training mode, NNES learners (n = 360) were trained by NNES voice and accent (VANC) trainers in a physical, face-to-face setting. In the second, CAPT+SHL training mode, the NNES learners were trained by NNES VANC trainers with the help of a native-English computer-assisted pronunciation training (CAPT) tool in an online SHL environment. Factor analysis, higher-order factor analysis, hierarchical cluster analysis, and multidimensional scaling yielded a reliable scale, Eddie's Voice Test (EVT). Multiple regression yielded a predictive model between NNES pronunciation and their performance. In addition, the CAPT+SHL training mode produced higher scores on pronunciation and performance than the traditional training mode, suggesting a combination of NES and NNES VANC instructors are more effective in training NNES learners than NNES instructors by themselves. The case study (n = 3) on VANC trainers' perception of CAPT and SHL yielded three themes: (1) challenges with synchronous hybrid learning (sub-themes include physical challenges, social challenges, and cognitive challenges); (2) computer-assisted pronunciation training (CAPT) impact …
Date: July 2023
Creator: Singh, Bikram Kumar
System: The UNT Digital Library
The Use of a Real Life Simulated Problem Based Learning Activity in a Corporate Environment (open access)

The Use of a Real Life Simulated Problem Based Learning Activity in a Corporate Environment

This narrative study examines using a real life simulated problem base learning activity during education of clinical staff, which is expected to design and develop clinically correct electronic charting systems. Expertise in healthcare does not readily transcend to the realm of manipulating software to collect patient data that is pertinent to the care of patients. To gain the expertise, troubleshooting abilities and knowledge required to maintain their clinical system, each participant in this study has gone through the RLSPBL activity. Education in the corporate world must be effective and efficient while providing a good return on the educational investment. Corporate education must use material contextually similar to a workplace, and the techniques for education must provide both near and far transfer of the material. Ten individuals (eight clinical, two non-clinical) who work across the United States were interviewed; their reflections on their career as a clinical interface designer are told here. The participants varied in their age, educational background, and current work responsibility and computer experience. Their insights revealed four major themes which summarize their stories: problem-based learning, collaboration, hands-on activities and the use of a real-life simulated problem-based learning activity.The clinical environment requires patient safety as a paramount parameter …
Date: May 2013
Creator: Laurent, Mark A.
System: The UNT Digital Library