• The Accessibility of New York State Government Web Sites Using Web Content Accessibility Guidelines Version 2.0

      Palmo, Kristen M. (2010-12-01)
      This study evaluated a random selection of NYS government web pages for WCAG 2.0 accessibility. The study also compared the WCAG 2.0 results to WCAG 1.0 results, as an indication of whether the newer guidelines were more comprehensive. The researcher used the AChecker automated tool to determine known accessibility problems and the Failure Rate (FR) metric to establish the degree each web page was inaccessible. Twenty home pages were initially selected and ranked by 2.0 A inaccessibility. Then, four illustrative sites were chosen for both 2.0 A and 1.0 AA home and secondary page analysis. The results indicated that NYS government agencies have a wide range of 2.0 accessibility problems, varying from 123 – 0 problems and 43.93% - 0.00% FR on home pages; and 185 – 4 problems and 18.97 – 0.74% FR on home and secondary pages. Overall, web pages had an average of 19.8 WCAG 2.0 problems with a 13.43% FR for home pages; and an average of 20.94 problems with a 12.28% FR for home and secondary pages. The most commonly occurring WCAG 2.0 problems included not providing text for a link, failing to provide keyboard navigation, not offering alternate text for images, not specifying the natural language of the document and having a title attribute within a table used for layout purposes. The results also determined the newer 2.0 guidelines consistently found more problems than 1.0. For instance, WCAG 2.0 found 185 problems on one set of home and secondary pages, where WCAG 1.0 only found 39 on the same home and secondary pages. The researcher expected this because NYS had been working to achieve a sub-set of WCAG 1.0 compliance in the past. Therefore,perhaps many of the 1.0 issues had already been resolved. Furthermore, WCAG 2.0 is supposedly more thorough than the previous 1.0 version, and therefore caught more accessibility errors.There were no trends found regarding agencies with low accessibility compliance vs. those with high compliance. Compliance levels seemed to vary regardless of agency audience, network traffic and age. The implications of this research may influence NYS agencies to evaluate pages for WCAG 2.0. Also, some agencies seem to handle 2.0 accessibility more effectively than others. It may be helpful for certain agencies to share their WCAG 2.0 accessibility expertise and the processes they follow.
    • Acclimating Students To College Campus Utilizing Games

      Piejko, Josh (2012-06-01)
      The purpose of this project is to see if the usage of a video game given to the students at Mohawk Valley Community college can better acquaint them with the various offices and services found on campus. Students will be given access to the game and asked to complete it in a timely manner. Through qualitative analysis, participating students will be given a survey inquiring about their experience with the game and any gained familiarity with the college. This survey will be completed and handed in to the advisement department. This project is expected to have a positive influence on students by increasing their spatial awareness of the campus for better navigational purposes, as well as giving a better understanding of the key roles and services available at each of the campus offices.
    • Achieving higher level thinking order through human-centered design tutorial development

      Brant, Charlene (2012-05-01)
      This project seeks to determine the most important characteristics in effective tutorial development. The findings from previous research of related studies provided direction regarding the design and production of solid modeling tutorials using screencapture with voiceover. Related studies were retrieved in an electronic database using the following keywords: tutorial design, improving spatial conceptualization, solid modeling tutorials, CAD tutorials, effective tutorials, and creating tutorials. Since the development of tutorials is completed via the use of ever-improving technology, the results of the search were then narrowed by the date published, rejecting anything regarding the development of tutorials dated before the year 2000. Theoretical references were not subject to this date filter. Tutorial prototypes were created using Google Sketch Up Pro, Power Point, and Camtasia II for Mac. Prototypes were designed using information from previous studies as well as guidance from Human Centered Design and Interaction theories. The resulting models were assessed using Bloom’s Taxonomy to attest to their potential value in the classroom. The final series of Google Sketch Up Pro tutorials is intended for use in a technical drawing introduction unit in middle school Technology Education classes. The objectives of the tutorials are to promote higher level thinking order and ultimately help students acquire spatial conceptualization skills in regard to technical drawing of 3D objects in 2D orthographic projection depictions. The hope is that the use of engaging tutorials will aid in bridging the gap between the 3D reality and the 2D drawing worlds.
    • Adapting the Flipped Classroom for At-Risk Science Students through Learner-Centered Design

      Sullivan, Sara (2013-12-01)
      One goal of this project is to create a collection of Learner-Centered videos to meet the needs and provide learning opportunities for alternative education students. Video creation and delivery will be based on the Learner-Centered Design principles and concepts adapted from the Flipped Classroom and tailored to the needs of at-risk students within my school. Another very important goal of this project includes creating production guidelines and a teacher self-evaluation process guided by Learner-Centered Design and the Flipped Classroom. These guidelines will be useful for developing effective videos and helpful for other teachers who want to use similar teaching techniques for alternative education students.
    • Adoption of the Smart Cart: An Instructional Technology

      Gillander, Peter (2004-05-01)
      The intention of this study is to discover and understand how Instructional Technology is adopted into the classroom. The study also determined what is needed to meet the goals intended for it. The Rome City School District, located in central New York, conducted the Smart Cart pilot program. The research consisted mainly of interviews and observations. The planning and implementation of this pilot program were studied to understand how the adoption of the Smart Cart occurred. These findings were applied to the theories of Human Centered Design and Change. Findings included the identification of barriers to the adoption process, and the needs for meeting the pilot’s goals. Barriers found consisted of breakdowns in planning and communication, and the need for more adequate training. It was also found that the technology was capable of meeting the intended pilot’s goals, but will be more successful when the barriers are addressed.
    • AOSOS Master Hyperguide: A Hypertextual Guide to Using America's One Stop Operating System

      Baertschi, Adam (2016-12-01)
      In today's business world, it is common for guidance to be disseminated by a training authority or central, decision-making body to the people that make up the organization's staff. This guidance can be anything from fire drill procedures to instructions on how to use software vital to the organization's operations. Many private and governmental agencies still rely on sending out standardized textual documents that contain the intended instruction. Using a governmental department of New York State as an example, we can quickly identify the problems with this method of guidance and look to Information Design for a solution.
    • The Application of Social Networks to the Marketing of Industrial Products

      Perlstein, Roger (2010-12-01)
      Social networking changes the way people share ideas and communicate. Advantages in portability, reach, and access contribute to acceptance of social networks and the likelihood that they will continue to grow. While these systems were initially used by individuals, they were not as widely employed by businesses. Some firms however are leveraging these tools and integrating social networking into their marketing. Where social networks are used by businesses, they are primarily focused on consumer goods, home and family, electronics and entertainment. Business-to-business applications are not as widely used and some question whether such tools offer significant benefits in such settings. This thesis studies social network marketing for a vehicle lift manufacturer. It addresses viability, strategy and practices for a vehicle maintenance equipment manufacturer. It analyzes data collected from other similar companies to identify best practices for the use of such tools and details the current state of the industry for this market.
    • Applied Hypertext Theory in a Demonstration of a Non-Sequential Audio Narrative

      Fitzpatrick, Philip J (2016-05)
      A Non-sequential, narrative can present objects, actual or imaginary, which depict connected events, presented in a medium that affords opportunities to determine the sequence of the presentation. Non-sequential, narratives can have multiple beginnings but no end although they do offer levels of saturation. Hypertext techniques can be used as a platform for the creation of a non-sequential narrative through links to text and multimedia as hypermedia. This paper reviews Non-sequential narrative and hypertext techniques and their affordances to a reader/listener for novel exploration and new narrative creation from an existing audio narrative. A demonstration project for applying hypertext techniques to audio based on the Serial, Undisclosed and Serial Dynasty related podcasts to allow reader/listener narrative exploration and creation are also examined. The function of a future application to allow for a listener to segue directly between audio segments.
    • Applying Game Learning Principles to Analyze and Identify Improvements for Scuba Training Simulations

      Schaller, Shaun; Yucel, Ibrahim; Thesis Advisor; Kahn, Russell; Second Reader (2018-04)
      The purpose of this project was to analyze whether existing simulations for scuba diving are effective training tools, and to further develop prototype mockups that demonstrate how a simulation embedded with important scuba concepts and procedures can create an effective learning environment. Academic literature is reviewed relating to virtual reality experiences, simulations in training applications, motivational factors for the use of simulations in education, and strategies to embed learning into game simulations. This study uses James Paul Gee’s learning principles for good games (2013) to analyze the scuba simulation game, “Infinite Scuba.” Gee’s learning principles are then applied to develop a series of simulation mockups in which players learn important scuba procedures including: planning a dive, underwater navigation, and underwater communication. The question under investigation is: “What features are needed in a game simulation to be an effective teaching tool and learning experience for open water scuba divers.”
    • Applying Malone’s Motivational Theory and Flow to a Study of Whether Playing Educational  Video Games Influences Motivation and Impacts Learning Outcomes in 5th Grade Mathematics

      Goodnough, Eric P (2012-12-01)
      The purpose of this paper is to explore the possibility that using video games as an educational tool will impact student motivation and learning outcomes for mathematics in a 5th grade classroom. It uses relevant literature and qualitative research to investigate if educational video games provide challenge, fantasy, curiosity, and control as a means of influencing intrinsic motivation, using Malone’s Motivational Theory as a theoretical framework. Additionally, it explores similarities between intrinsic motivation and the characteristics suggested for a game to achieve Flow. Flow is a theory based on the balance of player skill and level of challenge, and can be used as a means for measuring how fun a game is. Specifically, this study examines the gaming features available at the learning website Study Island and how they are implemented in a 5th grade elementary school classroom. By conducting semi-structured interviews with teachers who use the website regularly and using existing standardized test scores to evaluate learning outcomes, I compare the emerging themes from these discussions with the suggested results provided by previous literature on the subject. Based on these comparisons, I attempt to answer the following research question: Does playing educational video games influence motivation and impact learning outcomes in 5 th grade mathematics?
    • Artist Exposure Utilizing Multi-Language Communication Tools

      Rabideau-Bruno, Mary Lou (2011-12-01)
      Abstract not present in the thesis
    • Assisting Seniors with Technology Challenges: Video Tutorials for Password Development and Management

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Hanna, Margie (2021-05)
      Seniors often have difficulties using evolving technology while keeping their valuable personal data safe. This research effort began with assessing how and why seniors use technology and determining the best educational techniques to help them connect with instructional information. Additional research determined how design principles including layering and progressive disclosure could be applied to enhance these techniques. In an effort to maintain a manageable scope, password development and management was selected as an example technology challenge. The current state of training resources related to these topics on Facebook and YouTube was surveyed and analysis performed to determine if the design principles and instructional techniques discovered through the aforementioned research were evident. Good tips and tricks for strong password development were incorporated into the instructional design/development plan. A Facebook group and training videos were developed to facilitate assisting seniors with password creation and management.
    • Association of Hindu Society Web Presence: Marketing for a Community Project

      DelMedico, Julie E. (2013-08-01)
      This paper illustrates how three graduate students created a unified community voice and spread the ideas of a small group of Bhutanese-Nepali refugees in Utica, New York. Not only did the group meet with the client in his environment to attempt to understand the cultural concerns, they developed a user friendly, professional website dedicated to the mission and history of the Association of Hindu Society of Utica, New York. They interviewed members of the congregation to develop content and developed a comprehensive marketing plan in an effort to connect the 150 Hindu members living in the city of Utica as well as to try and encourage new members to practice the faith of this group. As a result the group reached over 150 members through social networking sites and are continuously trying to generate popularity to this cultural group within the community. A comprehensive overview of the project is outlined within this document with specific attention given to the marketing plan. The marketing efforts were specific to the unique needs of the Hindu practicing Bhutanese-Nepali refugees living in Utica, NY and may not be generalizable to the population at large.
    • Best Practices for Embedding Videos on Oral History Websites

      Tucker, Michelle M. (2012-05-01)
      The study investigates current technical practices for viewing video on the internet. The study also investigates common features of oral history websites that contain video for viewing. 50 websites that contain video for viewing were analyzed for various features such as video upload capability, closed captioning or transcript presence, and video format(s) utilized or accepted. Review of the oral history websites revealed that long interviews are best broken into shorter video segments. Also, the presence of transcripts is helpful to viewers. In addition, research was conducted for recommendations for the creation of best quality videos and most common practices. It was found that the MPEG-4 video format produces a reliable, quality image. An oral history website about the Utica Psychiatric Center was created utilizing these recommendations. The website features videos of interviews with former employees. User testing was employed to critique the website.
    • Blogging as a Tool to Promote Student-Centered Learning

      Besler, Steven Richard (2013-12-01)
      With recent changes in the educational realm there is an inherent push for students to take an active role in creating their own ways to retain information. This can be defined as Student-centered learning instruction. As the teacher, it is necessary to create an environment to facilitate this style of learning. In order to make this style of learning possible, teachers must develop creative ways to present curriculum. A weblog is a tool that can make Student-centered instruction possible within the classroom. The goal of this research project is to prove that there is a correlation between the implementation of a weblog and Student-centered instruction.
    • Blogging September 11; Transforming Personal Expressions Into Data Visualization in Wordle and Tagxedo

      Lata, Andrzej (2012-05-01)
      September 11, 2001 is one of the most recognizable dates in world's modern history. Much has been said, published and reported about the tragic events and more may still be revealed and understood about that unforgettable day. So much information has been collected about September 11th, and many have studied and analyzed this information. Many educational, governmental and other organizations and institutions have worked and contributed toward a better understanding of the events of that tragic day. Under the guidance and leadership of Professor Steven Schneider, teachers and students of SUNY IT had an opportunity to participate in several projects directed towards a deepening understanding and reflection upon 9/11. I had the opportunity to participate in two of these projects during the Spring and Summer of 2011. My participation sparked my choice of a topic for my final project. I investigated content of blog entries posted immediately after the terrorist acts of September 11th, 2001. the research questions I sought to answer were centered on the personal expression of bloggers; What did they write about? How can this data be captured and analyzed? How can the researcher best present this data and findings? Analyzing blog content, identifying key words and transferring text of blogs into images called word clouds. is the solution I have modeled. The project was finalized by creating 42 word clouds, 21 in Wordle and the same number in Tagxedo, both are word cloud generation software. Sifting through the blogs and examining data in different forms enriched my understanding of the variation in the personal expression of the bloggers and helped me to see what they reported and contributed in a totally new light. There are still many questions to be answered about personal expression of people who reported their stories on the Internet in September, 2001 and many more projects and studies that could contribute much more towards understanding of content of 9/11. My hope is that the findings rand methodology reported here will add a small piece in understanding of what happened in September, 2001.
    • Bridges: An All-in-One Resource App to Help Narrow the Digital Divide

      Jofre, Ana; Torres, Abigail; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
      goal of this project is to design a user-friendly mobile application prototype for people who are disadvantaged by the digital divide. This includes people who are of lower income and those who live in areas where internet isn't accessible or expensive. This application can be accessed through IOS devices as well as a text messaging service system for those without said device. It is an application that will be extremely easy to use and manage, and where users will be able to access multiple resources to gain not only digital literacy but find places that offer computer labs and internet for free, in case neither is available at home. The mobile application's goal is to create resource where the user has everything, they need in a way that is easily accessible; a product that is not currently on the market. In this paper, I will not only explore research on what the digital divide is, but also how it affects those who are disadvantaged by it and ways we can start to help narrow the gap. I will also explore the advantages of mobile applications and how it can be used to narrow the digital divide.
    • Building a University Information Technology Knowledge Base Using TiddlyWiki

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Fischer, Sam (2021-05)
      Keeping a knowledge base up to date can be a difficult and endless task for an Information Technology Services (ITS) department at a university. As technology emerges and is embraced by students and faculty, ITS can become responsible for supporting end users with all sorts of questions and problems. A knowledge base is a website or application used to store helpful information in the form of articles that can be easily shared with end users, giving them a way to support their technology problems without contacting a live person. When managing a large-scale knowledge base, information can be inadvertently replicated in many different areas and contradict other articles, especially when more than one manager can add or edit information. Information modules, or chunks of verified information that can be referenced and inserted into an article, can help eliminate contradictory information and ensure consistency with information that has to be in multiple places through the use of hypertextuality and transclusion. Hypertextuality is a way of organizing information and documents by creating individual bits of information that are assembled together to create a larger document, and transclusion is a way of assembling hypertext documents by simply referencing one into the other. TiddlyWiki is an application that is built around the idea of hypertextuality and transclusion. This project aims to explore the potential for a knowledge base to be built with the TiddlyWiki application.
    • Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media

      Maloney, Kristen; Lizardi, Ryan; First Reader; Jofre, Ana; Second Reader (2019-04)
      Computing technology has taken over every aspect of life, from business to socializing, the world is entirely dependent on the Internet. Social engineering, hacking, and phishing attempts have made protecting private information and finances more complex than ever. As new techniques and equipment are created by the day, law enforcement struggles to keep pace. With the rise of social media, online gaming, and crowdfunding, there are more outlets than ever for criminals to attempt to defraud unsuspecting victims. This study serves to examine what makes cybercrime so attractive, the types of attacks and targets, and the role of law enforcement in investigating crimes; with on how social media networks like Facebook or Twitter have allowed crime to cross into real life. Utilizing this information, I have created an educational website for use in public or academic spaces to make cybersecurity information accessible. This flexible platform can be updated in real time as more information becomes available – allowing for new risk and solutions to be added.
    • Building an Engaging and Inviting MOOC in Moodle

      Herrick, Stacy (2013-05-01)
      The study of this project focuses on the development of a connectivist massive open online course (MOOC) using Moodle, an open-source software. Ten MOOCs were analyzed for information that could be used to apply best practices in my course prototype. In addition to analyzing MOOCs, the history, learning theories, technology, and course production methods were also explored. This information was combined to help produce a prototype of a working course that displays the desired characteristics. The course was set up in Moodle with all working parts, including the second week’s module that included a video lecture, suggested readings, and discussion topics. An ideal approach to the course was also included in the writeup.