• 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?
    • 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.
    • 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 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.
    • Favorite Faces App: Design and Review of a Mobile App Prototype to Help Improve FaceName Recognition for those with Early to Moderate Stage Dementia

      McDonnell, Kim A. (2014-12-01)
      It is estimated that “the number of older Americans afflicted by Alzheimer disease and related dementias will triple to 13 million persons by 2050, thus greatly increasing healthcare needs” (Bharucha, Anand, Forlizzi, Dew, Reynolds, Stevens & Wactlar, 2009). As several studies show that forgetting names is what disturbs older people the most about memory loss, this research explores potential therapies for face-name recognition (Carroll, Bulletin, 27, & 2010, n.d.). This project is a prototype of a mobile application to help those diagnosed with early to moderate stage dementia improve face-name recognition. The prototype was developed using free online tools. Development of the mobile application incorporates Cooley’s theory of Human Centered Design as well as several Universal Principles of Design that are important considerations for the target audience of the elderly, diagnosed with dementia. This project explores the how and why the elderly need to be considered when designing mobile applications. This paper explores the methodology used to design the online prototype as well as the assessment of the prototype’s potential benefits and shortcomings. The prototype voice over demonstration can be viewed at http://www.screencast.com/t/gmiVsh2THh9. The prototype creation can be viewed at https://www.fluidui.com/editor/live/preview/p_xKznQ6uInTdTWhSlX8FcPQS35JUIBy7q.14193816310 57
    • The Impact of Staff Development on Middle School Technology Integration

      Scalisi, Regina (2005-05-01)
      This case study describes the impact of technology staff development in two Central New York Middle Schools. The staff development program was implemented under the federally funded Enhancing Education Through Technology grant. Teachers and students were studied during a seven-month period as they learned to effectively use computers, Internet resources and available software with their curricula and instruction. The conditions of Change Theory were applied to the study as they relate to the adoption of technology integration.
    • The Ties That Bind: A blog project about the meaning of fandom

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Isgar, Eric (2021-05)
      Fandoms, or fan communities; groups of enthusiasts or ‘fans’ that have come together through their shared love of some kind of media, have been around for a long time in a number of different forms around the world, though in small numbers. When comic books became popular, those groups increased, and once again as movies became more commonplace. These communities and cultures are reliant on information technology, and the technology reliant on them, in a symbiotic relationship. It is my objective to research, analyze and observe fandoms and the culture related to the associated communities of fans within, and how they have formed, communicated and interacted, both prior to the development of modern information technology and after, as well as their continued growth on established and upcoming platforms. My actual project consists of a set of blog posts, or ‘mini-essays’, on Tumblr, around one hundred words per post, perhaps more, with ten posts in total.