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This paper explores the use of different classroom management styles by teachers engaged in a study. The study was focused on testing an educational computer program called The Doctor's Cure in s southwester school district with ready access to computers. The Doctor's Cure uses interactive storytelling and transformational play to teach seventh graders how to write persuasively. The definitions of student centered and teacher centered management styles used in this paper are drawn from Garret (2008) which suggests that teachers are not entirely one management style or the other, but a mix of the two. This paper closely examines three teachers, two with teacher centered styles and one with a student centered style in order to see which style was most effective in promoting the learning of persuasive writing skills. The findings tentatively indicate that teacher centered management styles yield larger gains in learning compared to more student centered styles.
ContributorsAyala, Joel Nicholas (Author) / Hayes, Elisabeth (Thesis director) / Siyahhan, Sinem (Committee member) / Holmes, Jeff (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2013-05
Description
Walt Disney dove into his first theme park project in 1955 with Disneyland Park in Anaheim, California in order to have a safe, clean place he could enjoy with his daughters. However, he knew to make his park a success, he would need to do so without sacrificing the elements of storytelling that made him famous. What sets Disneyland apart from other theme parks such as Six Flags Magic Mountain or nearby Knott‟s Berry Farm is an intense attention to detail for storytelling and the creative integration of the most innovative, immersive interactions possible for the guests. The key to the overall company‟s success is storytelling, therefore the key to Walt Disney Parks and Resorts lies in their dedication to providing the best overall experience for their guests by immersing them into a story they can easily engage in. The Walt Disney Company has, in recent years, made extra efforts to make the experience of the guests more interactive (Malmberg 144). The demand for this type of interactive experience has increased since such media forms as contemporary commercialized video games became popular to the mainstream, acclimating audiences to more engaging experiences. Park visitors now desire the freedom to move within a certain setting in order to create their own story and to have forms of control over their interactions with the environment.
ContributorsMiller, Cassie (Author) / Daer, Alice (Thesis director) / Miller, Keith (Committee member) / Hayes, Elisabeth (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
Description
The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching, the concepts of systems thinking, and the importance of systems thinking. I evaluated five different games, following the rubric for whether the five games met the specific criteria laid out in each section and suggested improvements for how the games can meet any criteria that they fell short in. I then evaluated the rubric itself for ease of use, clarity, and effectiveness and suggested improvements on how to make the tool more clear and understandable. I conclude that the tool is indeed useful and does achieve its purpose of helping game designers and developers understand the criteria needed to teach a basic understanding of systems, but the rubric could be improved in order to make it more useable.
ContributorsMorrow, Rachel Elizabeth Kaye (Author) / Hayes, Elisabeth (Thesis director) / Gee, James (Committee member) / Siyahhan, Sinem (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor)
Created2013-12
Description
This project seeks to improve the reading and writing skills of literacy-challenged adults, specifically in developing countries, by designing and developing an interactive tablet application for unschooled adults who are passionate about learning to read. Very often in developing countries, the success rates of the literacy courses are overwhelmingly low. Those who manage to gain some basic literacy skills, often relapse into illiteracy once their program has terminated. The proposed application aims to address this challenge by providing an easy-to-use media environment for independent literacy learning on a lightweight portable device. This also offers opportunity to learn at the time and place convenient to the user, which is additionally supported by motivating and engaging instruction. For this thesis, we focus on the design of the system and have developed a working prototype.
ContributorsIsmail, Aziza (Author) / Byrne, Daragh (Thesis director) / Hayes, Elisabeth (Committee member) / Abadzi, Helen (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2013-05