• Effectiveness of Disseminating the Migrant Clinician’s Reference Manual Online

      Hawkes, Lynae (2009-05-01)
      Migrant and seasonal farmwokers are a socially disadvantaged population, working in the Nation’s most dangerous industry. Due to social isolation, cultural and linguistic barriers, coupled with a hazardous work environment, this population is thought to be at increased risk for work-related health problems. The primary sources of healthcare for farmworkers are federally funded migrant health programs located in highly agricultural areas throughout the United States. However, studies show that healthcare providers are ill-equipped to properly diagnosis and treat this patient population. A clinic resource was developed to meet the needs of those serving farmworkers in the Northeast. This case study evaluates the effectiveness of disseminating this resource on the World Wide Web. The migrant health center environment and prior Internet usage were of particular interest. Application of the Sense Making theory suggests critical gaps exist in the health literacy of migrant and seasonal farmworkers, wherein the migrant health reference manual serves as a bridge between provider and patient. Findings further suggest that the manual has a positive impact on patient care by addressing six focus areas of the Health People 2010 Health Literacy Initiative (USDHHS, 2000, p29): 1) Access to Quality Health Services 2) Arthritis, Osteoporosis, and Chronic Back Conditions 3) Environmental Health 4) Health Communication 5) Occupational Safety and Health 6) Public Health Infrastructure
    • The Use of an Interactive Simulator to Teach Automotive Troubleshooting

      Maki, Loren (2009-12-01)
      The purpose of this project was to develop a Flash based interactive simulator to help automotive students learn how to troubleshoot automotive electrical faults. The simulator consists of a case library based on real world solved faults, background system information, and interactive diagnostic scenarios for students to solve. It was developed based on two theory based models for teaching problem solving. The first model, dubbed the R2D2 model, developed by Bonk and Zhang (2006) integrates four learning activities: Reading; Reflecting; Displaying; and Doing. The second model used was developed by Jonassen and Hung (2006) and has been named the “Troubleshooting Learning Environment” or “TLE”. The question under investigation was: What does an interactive diagnostic simulator based on the TLE and R2D2 models look like? Once developed, the simulator was evaluated through the use of a focus group consisting of automotive educators. The simulator can be viewed at: http://people.morrisville.edu/~makila/starter/start.swf
    • 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.
    • 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.
    • The Influence of the DVD format on the College Selection Process

      Lanagan, Douglas F (2011-01-01)
      This case study centers on the role of the DVD format in regards to the decision making process about selecting a college. This study centers on the possible role that a DVD could play in that selection process, and what features an effective DVD might include in order to play a role in that decision. A Pilot DVD was produced for recruitment purposes in the Radio-Television Broadcasting program at a small upstate New York community college. Qualitative interviews were conducted with administrators, Admissions staff, prospective, current, and future students.Surveys were also conducted, both in person and online. The production process and distribution of the DVD is described, and the role of the DVD in the decision making process for selecting a college was examined. The evolution of Web 2.0 technologies was also taken into account. The research indicates that the DVD format was useful to students in their decision making process regarding enrolling in the program. It was also determined in this case study that the impact of the DVD alone, when considered against all other media used in college recruitment and decision making, was difficult to ascertain.
    • Webcomic Distribution: Distribution Methods, Monetization and Niche Markets

      Volo, Kevin (2011-01-01)
      The purpose of this project was to examine what happens when it is time to distribute a webcomic and how webcomic distribution can be compared to the music industry and journalism blogger. Both industries have undergone a change in how they interact and deliver product to consumers and readers. To do this I examined three areas that make up webcomic distribution: community, monetization and niche genres. My project will also examine three challenges of how a webcomic can be used to present scholarly research. The challenges that will be covered are: how to use citations, how to provide references for another artists work and how to present data such as charts, timelines and graphs. To do this I constructed a webcomic and created a website to detail my findings. It can be viewed at: www.webcomicdistribution.com.
    • Free & Open Source Software Off The Grid

      Besemer, Benjamin (2011-07-01)
      This thesis project is an autoethnographic look at personally adopting Free & Open Source Software (FOSS) for a period of 8 weeks. During this period I made a switch to entirely FOSS both professionally and personally in hopes of exploring whether FOSS can be effectively used in everyday life. Furthermore, the project looks at what is involved in adopting FOSS and what benefits and/or drawbacks can be expected for individuals looking for alternatives to proprietary software. The daily experiences written about include those from my personal life and that of being a high school teacher performing daily tasks and instruction using only FOSS. A comparative analysis of the data collected is made between my prior experiences with proprietary software and that of FOSS used during this period.
    • A Content Analysis of Educational Scaffolding Used in Post-and-Reply Sessions on a Mathematics Homework Help Message Board

      Darrah, Nick (2011-07-01)
      With the great influx of resources available to students within their own homes, answers and assistance to traditional homework assignments are being sought. Online searches and discussion boards have become an immediate refuge for those with a lack of understanding. Classical educational theories, too, have been translated for these digital realms to better assess authentic learning experiences. Analyzing and understanding the discussion patterns and key phrases employed by message board members acting as online tutors in terms of scaffolding theory may yield a better clarification and assessment of learning experiences within an online math homework help message board. The discovery of these relationships may help optimize quests for new information by demonstrating the need and importance of communication skills in mathematics.
    • Mobile Strategy Plan for Higher Education

      DeFranco, Tony (2011-08-01)
      The study investigates what is involved in the development of a mobile strategy for a college. In addressing this question, the thesis contains three parts. First, was a request for proposal (RFP); next, was a consultant’s proposal in response to the RFP; and the third part was an evaluative document explaining and reflecting on the writing process. There are four key issues in developing a mobile strategy. The first issue is to create a device-agnostic mobile framework capable of supporting multiple mobile platforms. Next is focusing on building mobile applications that take advantage of device-specific features on the vast majority of devices. The third issue is facilitating a consistent mobile identity with one outward presence comprised of links to essential college information systems. Finally, developers must conform to mobile Web standards such as W3C Mobile Web Best Practices
    • Flash-Based Physical Simulation in Deaf Education Dynamic Media VS. Static Media

      Baran, Harry Christopher (2011-08-01)
      The main purpose of this project was to develop a Flash based physical simulation to examine if simulations benefit deaf students and to identify the benefits to deaf students after using it. It was also done to determine if deaf students benefited more from the simulation when used in a teacher-centered class or more when used in a student-centered class. The study suggests that deaf students benefit from simulations and that the benefit is they make learning abstract concepts easier for deaf students to understand when they are coherent, engaging, welcoming, serve the students’ purpose for using them, and are responsive to the students’ needs and ways he/she does things. The findings also indicate the benefits deaf students gain from using simulations depends on how the teacher uses it in class. This study found that the most appropriate and beneficial use of simulations for deaf students is using them in a teacher-centered class to supplement instruction taught directly by the teacher and not in a student-centered class by student self-instruction. A Flash-based physical simulation was created using information about photosynthesis but with dynamic images, video, and animations simulating the parts of photosynthesis, the process of photosynthesis, and the importance of photosynthesis. The principles of Human-Centered Design Theory were used as a guide to analyze the simulation. Research was further calculated by comparing scores on written tests given to students in the teacher-centered classroom and student-centered classroom as well as surveys, and interviews to further discuss the simulation and reaction students had to it.
    • A Qualitative Study on Web Product Development: Based on Experiences of Professionals

      Plano, Krista A. (2011-08-01)
      The purpose of this thesis is to discuss experiences of web professionals and how these professionals interact with one another and with clients to create web products. I used relevant literature and qualitative research to present the themes that exist in the production of web products. When I began my thesis I was ans aspiring Web Project Manager with minimal experience in the digital field and decided to research the experiences of web professionals to learn about the process of creating web-based products from beginning to end. Research and interviews provided information on the steps involved in web product development: I learned that the steps are dependent on the scope of a project and the requirements of stakeholders, clients, and users. I conducted semi-structured, in-depth interviews with seven professionals and extracted themes that include making a functional team, professional roles, the merging roles of web developer and web designer, problem solving, marketing strategies, the process, team interaction, client relations, and products versus projects. Professionals discussed experiences related to team and client interaction that help define the overall development process and answer the research question, how do web professionals create web products? I learned that these steps vary and overlap depending on experiences and professional roles.
    • Prezi v. PowerPoint: Finding the right tool for the job

      White, Nicloe L. (2011-08-01)
      The purpose of this project is to determine which presentation tool works best to deliver a clear, concise message to an audience. The tools being studied are PowerPoint, the standard, slidebased presentation tool, and Prezi, the newer, non-linear software tool. A presentation was created in Prezi using the same content and multi-media as the original PowerPoint presentation. The principles of Human Centered Design Theory were used as a guide to analyze each tool. Research was further triangulated by creating two groups and showing both presentations to each. Each group then had to answer survey questions about the presentations. Finally, using volunteers from both survey groups a focus group was formed to further discuss both presentations and their reactions to each one.
    • The Student Commons

      Stokes, Amy (2011-09-01)
      Over the past decade, distance learning has grown (in popularity) and developed at such a fast rate that getting your degree online is now accepted as a popular alternative to traditional face-to-face education (Connolly, MacArthur, Stansfield, & McLellan, 2007). Students’ lives have become increasingly complicated and busy, which makes distance learning’s flexible nature not only attractive but often one of the primary considerations as a student searches for a college degree. As online education continues to grow, however, so too does the rate at which students drop out or fail to complete their degree. Student retention for distance learning programs is lower than campus based programs, and while institutions are excited about the opportunities distance learning provides, they struggle to reduce the high attrition rates. To address the low retention rates, some educators suggest an abandonment of online education; others consider steps that would improve success for online students. Using Moreland & Carnwell’s three types of learning support for distance learners as a theoretical framework, I began to create an online Student Commons. The community was designed to provide students with each of the three types of support: academic, emotional and practical. After an initial survey of academic advisors, a concept of the Student Commons was born. Utilizing ANGEL (Bryant & Stratton’s Virtual Classroom program), the Student Commons was further developed. A focus group of academic advisors were then given permission to view and interact in the group for assessment and recommendations. Presently the Student Commons group is complete and in the process of having additional information added to complete its functionality. The group is expected to “go live” for all Bryant & Stratton online students in September 2011.
    • Creating Digital Narratives: The Structure and Design of Stories Told Across Multiple Media

      Stackelberg, Peter Von (2011-12-01)
      Transmedia narratives are a rapidly emerging form of communication in which stories are told across multiple media. Transmedia narratives are being developed for a wide variety of applications including entertainment, education, marketing, advertising, organizational change, and activism. The integration of several different media into a cohesive and coherent narrative is a major challenge for the creators of transmedia narrative. Among those challenges are keeping readers/viewers interested in a narrative scattered across multiple media and providing a comprehensive framework to guide transmedia project design and development teams. The research question of this thesis focuses on how transmedia narrative designers and developers can tell effective stories across multiple media. An effective transmedia narrative is more than a collection of story elements or stories scattered across a number of different media and the process of creating them is a relatively uncharted area. Six online projects that use transmedia techniques were reviewed in order to develop a list of questions that identified key areas of transmedia narrative design. This preliminary list of questions was used to develop a framework for transmedia narrative design. Concept mapping–a graphical tool used to organize and represent knowledge–was employed to identify the concepts embedded within the questions and the relationships between those concepts and develop a hierarchical structure of transmedia concepts and their associated properties. The final round of data collection consisted of a set of online interviews with three professionals experienced in the creation of transmedia narratives. They were asked to review these materials and provide feedback that was used to validate the set of concepts identified and determine if the design-related questions sufficient for creating a transmedia narrative design framework. This thesis develops an ontology for transmedia narrative design that defines the objects, entities, and concepts and their interrelationships. This ontology provides a framework that links together the diverse elements of narrative, user engagement, and interaction design. The ontology provides a common set of concepts and interrelationships that will allow the members of a multi-disciplinary team to ―speak a common language‖ while working on various aspects of transmedia narrative design and development. A four-level process (transmedia project, storyworld, story, and scene/sequence levels) is also developed to document the steps involved in designing a transmedia narrative. The four-level process provides a structured framework that will help teams standardize their design and development approaches to transmedia narrative projects. This should help improve quality and efficiency and reduce costs associated with the development of transmedia projects. A comprehensive set of key design questions, when used in conjunction with the four-level process identified, provides a detailed framework for the design of transmedia narratives.
    • Artist Exposure Utilizing Multi-Language Communication Tools

      Rabideau-Bruno, Mary Lou (2011-12-01)
      Abstract not present in the thesis
    • Creating Sustainable Documentation Using Hypermedia

      Savage, Jeff (2012-01-01)
      abstract not present in the Thesis
    • Developing Digital Stories to Accommodate Multiple Learning Styles in a Healthcare Environment

      Bushinger, Erin (2012-04-01)
      This project looks at why digital storytelling may be an appropriate learning tool for hospital nurses and if so, how to best develop digital stories to support caregivers’ multiple intelligences. For this project, I developed two digital stories – one from a patient perspective and one from a caregiver perspective. It is through these stories and feedback from nursing staff at a nonprofit hospital in Upstate New York that I was able to learn if the stories I created positively impacted nursing staff by educating them on important topics in patient care and safety. I also use cognitive learning theory to determine where the strengths and weaknesses of digital storytelling lie. This study tested the assertion, supported by related literature, that digital stories are excellent learning tools because they accommodate people’s different learning styles, and this may affect teaching techniques. In healthcare, a world where evidence-based practices are critical, digital stories are being promoted and used to teach nurses valuable lessons that can’t be taught by statistics or research findings (Haigh & Hardy, 2011). Through this study, I was able to recommend to the hospital that they should in fact use digital storytelling as an educational tool. I recommended that they do this using the following methods: hold a digital storytelling contest with nursing staff, use digital stories produced by hospital staff during new employee orientation, use digital stories as educational tools during hospital in-services and education days, gather before and after stories from nursing staff to see if behaviors changed based on the digital story they watched, investigate the benefits and opportunities for reflection and transformational learning provided by the digital storytelling process, and use digital stories as educational tools on certain nursing units while providing other nursing units with written stories to see if digital stories changed behaviors more than written stories.
    • Smart Technologies in a Technology Classroom: Integration Investigation of Smart board and Smart Notebook into 7-12 Technology Education Classroom

      Owens, Travis H. (2012-04-01)
      The project explores how the different uses of Smart technologies (Smart Board and Smart Notebook) can aide in teaching technology education and address New York State and ITEEA (International Technology and Engineering Educators Association) Standards for Technical Literacy during instruction by the creation of three Smart Notebook documents to be used in a 9-12 grade technology education classroom of 8-14 students. The lengths of the three presentations vary from 10-40 minutes. One presentation is used as a teacher presentation(and student note-taking) tool and demonstrates some of the affordances that Smart Notebook has over using a traditional whiteboard and markers or Microsoft Office Power Point. The second presentation explores interactivity and demonstrates how the interactive whiteboard can be used to increase student participation and motivation in the through the use of games, activities, and interactive websites. Lastly, Smart Notebook is utilized as an assessment tool; allowing the teacher to create questions from multiple resources. The project also covers a review of literature that attempts to explain why Smart Technologies have become so popular and are often credited to improve student learning. The literature review covers a few basic theories of student learning and informational technology and design that explain how content should best be created and structured so it is learner-friendly and effective.
    • The Motivational Effects of Using a Computer-Based Tutorial vs. a Traditional Instruction Method for Learning How to Use an Elementary Level Mathematics Game

      Roth, Christopher (2012-05-01)
      The purpose of this project was to develop and evaluate a computer-based tutorial to educate students on how to use an elementary level mathematics game. The emphasis of the tool was based on the cognitive learning principle of motivation, as described in Malone's motivation theory. The research explored the motivational effects of using the tutorial versus a traditional learning method, advantages and disadvantages to teachers and students, and improvements that could enhance the learning process. This qualitative case study employed post-testing, interviews, and referenced literary resources to collect and analyze data. Tutorial users scored ten percent higher on the post-test than the instruction sheet users. Advantages of the tutorial included user control, visual references, and assistance for learning disabilities. Disadvantages included loss of human interaction and the preparation and development process. Character development (fantasy), increased audio/video combinations, and more challenging elements were cited as areas for increasing motivation.