Research papers
2007 · Interacting with Computers · 25 citations
Learning how to use a new software program can be a difficult and demanding task, especially for novices. There are several types of support for users exploring a software package. Animated demonstrations show how experts use an application, and training wheels interfaces offer a secure environment for exploration. To support different types of learners, external help should be adapted according to learner characteristics. The study presented in this article investigates effects of different support types in combination with the computer self-efficacy of learners. Young students (8th graders) were supported with text manuals, animated demonstrations, or animated demonstrations combined with a training wheels interface. In this context, they had to solve problems in physics and mathematics with a spreadsheet program. Results showed that animated demonstrations outperformed text manuals in many cases. Training wheels interfaces seemed to have disadvantages compared to unmodified user interfaces. In addition, motivational aspects have been investigated. Subjects with high computer self-efficacy scores were more motivated than their counterparts. Statistics (analysis of variance) revealed no interaction effects between the treatment and computer self-efficacy.
2018 · Journal of Physics Conference Series · 15 citations
Many students have problems when it comes to describing the shapes of displacement, velocity and acceleration-time graphs (x, v, a-t graphs), conversion of graphs from one form into another, and calculating and getting the meaning of slopes and areas under kinematics graphs. They often describe shapes of graphs as pictures and give interpretation without taking into cognizance of the type of graph being considered. In this study, 37 first year university physics students (Group One: 17 students and Group Two: 20 students) at the University of Education in Winneba (Ghana) in two consecutive years, were introduced to the use of microcomputer based laboratory (MBL) tools; simulations and graph samples to practice and describe the shapes of kinematics graphs; conversion of graphs from one form to the other; calculation of slopes and areas under kinematics graphs, and their meanings, all in an interactive engagement teaching. Students were made to answer the "Test of Understanding Graphs in Kinematics" (TUG-K) before and after the introduction of the use of MBL tools, simulations and graph samples. Students' scores were compiled and converted to mean proportion scores and average normalized gain 〈 g 〉, under the four concepts "Area under the graph (meaning and calculation); Slope (meaning and calculation); Graph description; and Graph transformation". The results indicate that the first year university students in the two groups all did better in describing the shapes of kinematics graphs, transforming kinematics graphs, calculating and getting the meaning of slopes and areas under kinematics graphs when they were tested with the same instrument after instruction in kinematics. This goes to show that MBL tools, simulations and graph samples when used in an interactive engagement manner can improve the teaching and learning of kinematics graphs in physics.
2018 · 3 citations
As part of a research project which assists veterans as they exit the military, complete engineering degrees, and enter the workforce as engineering professionals, a range of serious games for Science, Technology, Engineering, and Mathematics (STEM) education is under development. The current focus of this development is CAPTIVATE, a serious game to assist student veterans in mastering the calculus and physics skills that are necessary prerequisites to the main engineering curriculum. Building on the development and lessons learned from MAVEN, a game developed previously to help student veterans master precalculus skills, the design and initial implementation for CAPTIVATE involves careful consideration regarding game and instructional design. Many of the positive aspects from the design of MAVEN will be implemented in CAPTIVATE. First, the overall framework developed for MAVEN will be reused in CAPTIVATE. This modular framework involves both a model and process that combine game, instructional, and software design in a way that supports adaptability throughout the design and development cycle. Additionally by embedding concepts in game play similar to well-known board games such as Battleship, computer games such as Minesweeper, and console or mobile games such as Guitar Hero, students will use their calculus and physics skills to complete tasks in a familiar environment. In addition, the game itself will consist of a series of sub-games each focusing on a topic that students traditionally struggle to understand. Furthermore, students will be offered access to learning resources and assessed regularly as they progress through the game. CAPTIVATE will also overcome some shortcomings from the previous development. While MAVEN was developed for desktop deployment, CAPTIVATE is targeted for deployment on a variety of mobile device including Apple and Android phones and tablets to engage students in interactive games that support their endeavor to build a solid foundation in mathematics and science topics. Additionally by creating games that are short and easily accessible, students will be able to engage with the material at a time and place convenient for them. The development of CAPTIVATE supports student veterans as they transition from the military to engineering degree programs and helps to accelerate them through their STEM prerequisite courses.