University of Wyoming - Education
Wyoming Department of Education
Teaching
Instructional Design
Educational Technology
Learning Management Systems
Curriculum Design
Staff Development
Educational Research
Needs Analysis
Adult Education
Multimedia
Classroom
Student Development
Instructional Technology
ADDIE
Blended Learning
E-Learning
Captivate
Faculty Development
Distance Learning
Higher Education
Using Multimodal Writing to Motivate Struggling Students to Write
Brett Darrington
TechTrends
One of the reasons that many secondary students fail English classes is because they are not motivated to write. This literature review was conducted to look into the use of multimodal works to increase the motivation for struggling students to write. Change theory was used to evaluate the benefits of multimodal works compared to more traditional writing projects. Overall
multimodal works were found to be motivating to students as compared to traditional
paper-based writing assignments. The review also raises concerns about accountability and feasibility for students and teachers who take on multimodal projects and concludes with recommendations for teachers who want to use multimodal works in their classrooms.
Using Multimodal Writing to Motivate Struggling Students to Write
Many resources now punctuate the maker movement landscape. However
some schools and communities still struggle to understand this burgeoning movement. How do we define these spaces and differentiate them from previous labs and shops? Through a multidimensional framework
stakeholders should consider how the structure
access
staffing
and tools available impact learning that occurs and how to sustain these facilities. Adopting such an approach forces administrators to shift from a low-risk mindset to one that encourages risk-taking and nontraditional systems thinking.
Defining and differentiating the makerspace
This collective case study uses a design-based research approach to investigate the role of 3D pens
an emerging technology
in fostering creativity during a lesson on biomes
genetics
and heredity with learners in six classes of 4th and 5th grade students from rural Michigan and Idaho. Data analyzed included video of the classroom lessons
student surveys
student created artifacts (planning grids
sketches
photos of their 3D bugs)
and student created Flipgrid reflections. We used a collective case of three cases encompassing nine students with self-reported high
median/mean
and low creativity scores to investigate how these scores and creative products aligned. Three major themes emerged across and within the cases: aspects of originality were found in all products
positive and negative aspects of technology use
and affect towards the activity. The results of this study offer understandings into design of activities to foster creative perception and production in the classroom.
Build-A-Bug workshop: Designing a learning experience with emerging technology to foster creativity
Jennifer LaVanchy
These three condensed design cases provide a glimpse of the decisions undertaken by novice designers in a graduate-level message design course. The course helps students examine the role of communication theory
cognitive psychology
cultural influence
and design skills within the context of instructional messages both in theory and through practical application. Practical application in the course includes smaller design projects to gain experience with best practices and recommendations
and the course culminates with a service learning project that pairs students with a community partner. The community partner provides basic specifications for a specific need
and the students then design artifacts to meet these requirements. The assignment is evaluated based of how well students followed client specifications
design considerations for each medium
content and grammar mechanics
copyright guidelines
and general design principles. However
the students also compete in the sense that the client selects which artifacts to implement from among those submitted. Embedded within each design case are instructor reflection comments that address particular or repetitive themes that emerged from each designer. Combined
these cases help identify course design weaknesses and bring clarity to concerns regarding how to help novice designers progress in competency.
Confessions of novice designers and their instructor
There and Back Again: An Intern’s Tale
Royce Kimmons
Ross Larsen
Scholars
educators
and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation
little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues
we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655)
the effect of several variables on comment and reply sentiment (n = 774
939)
and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality
while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally
we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.
Public comment sentiment on educational videos: Understanding the effects of presenter gender
video format
threading
and moderation on YouTube TED talk comments
Now
more than ever
the need to incorporate literacies into instructional strategies is important. As an instructional strategy
design activities bring together available resources to encourage students through the process of constructing new meanings and motivate students to take ownership of the media and content they transform into new creations. Two examples of design activities include digital sto- ries and comic book creation. Digital stories provide a unique outlet for students to find a voice and share their stories with one another. Creating comic books
spe- cifically
draws upon the visual nature of the medium and blends writing activities with design activities. This chapter explores the ideas of design activities and pro- vides general guidance for educators seeking to incorporate design activities as an instructional strategy.
Reinforcing multiliteracies through design activities
This study investigated the effects of two design principles as prescribed by the cognitive theory of multimedia learning on the situational interest of adult learners in a multimedia-based continuing education training program. One hundred and two adult learners employed by an emergency medical service were randomly assigned to one of three training groups designed to follow modality and redundancy design principles: animation-text
animation-narration
and animation-narration-text. A pretest was administered to participants in segments and presented to participants intermittently during the content in an attempt to reduce unintentional negative effects on interest
and a posttest was administered after participants submitted the self-reporting survey intended to measure situational interest in a multimedia-learning environment. An ANOVA was used to analyze the differences in situational interest between the groups
and independent t-tests were used to evaluate differences. The results of the study indicated that combinations of animation
narration
and text do influence the situational interest of learners. These results highlight the importance of carefully considering how to design multimedia environments for maximum impact on learners and specifically the implications of violating the redundancy design principle.
Effects of redundancy and modality on the situational interest of adult learners in multimedia learning
Those who do not learn history
even educational technology history
are doomed to repeat it. Every windshield has a rear-view mirror: using historical trends can yield lessons and guidance as we navigate the future. Take for instance MOOCs and their relatively rapid rise to popularity and fame in practice
predictions
and scholarship. Existing literature on MOOCs generally does not predate 2008 in terms of historical foundations. However
this approach fails to look beyond the immediate past
assuming a brave new world in massive
open
distance learning which actually has existed for over a century. To address this shortsighted view
we present a brief history of educational radio
making the case for this medium as the first MOOCs and draw upon the literature around this medium to present a cautionary tale and lessons from which we might learn going forward.
All things considered: Educational radio as the first MOOCs
In theory
a quality education involves multiple facets
including but not limited to content knowledge and twenty-first century skill development such as creativity. Applications for creative projects in classrooms take many forms
from solar system dioramas in elementary science to poetry writing in secondary language arts. However
the emphasis on creativity and its development typically falls to art teachers and art education programs. The emergence of makerspaces and other approaches to project-based learning and problem-based learning
learning environments serve as examples of practical applications for creative
interdisciplinary learning experiences. Exploring ways in which educators design
develop
and implement creativity-based learning experiences and promote innovative design reveals recommended practices and suggestions for both classroom assessment and research to evaluate adoption and outcomes.
Designing for creativity in interdisciplinary learning experiences
What do medical professionals
local government officials
and preservice teachers have in common? These learners often have regulated initial and continuing education requirements that require special considerations. For some
the content of the learning experience must include specific regulatory and legal information. For others
the content may be particularly sensitive
requiring a delicacy with respect to content presentation not often encountered in other learning designs.\n\n\nLearning designed for these audiences represent high stakes contexts that involve high risk if executed poorly and/or hold inherently high value for the learners. Misleading or misrepresented information can result in legal ramifications for and to these designers and their learners. Complicating the high stakes design constraint
these designers often find themselves designing their learning for online delivery.
Introduction to the special section on high stakes online learning design cases
Maintaining and increasing intrinsic motivation in multimedia learning environments is a challenge. When we fail to adequately address the issue of motivation and interest
learners either choose to stop attending the lesson or fail to return for subsequent lessons. However
research provides guidance on how to create designs that motivate and capture interest. Designs that use varying combinations of animations
text
and narration have been shown to positively impact motivation. Although there are design principles to provide guidance
there remains a question of how to measure the impact on learner interest. The current review of literature examines the possible application of theory related to situational interest and proposes a modified survey adapted from the Situational Interest Survey to use in evaluating the effects of multimedia design on the interest of learners.
Multimedia design and situational interest: A look at juxtaposition and measurement
Survey of instructional design models
5th ed.
Augmented reality (AR) is a tool that holds much promise in terms of its application for educational purposes. However
despite the fact that the hardware needed to access AR is becoming ubiquitous in classroom environments
AR’s use in educational settings is diffusing at a slow pace. Several challenges are present for educators interested in adopting AR in their instructional environments but they are not insurmountable. Increasing hardware availability as well as software advances are affording more instructors access to the tools needed to design
develop
and implement AR in and around their classroom. This paper first identifies a conceptual definition of AR that can be easily applied across contexts and then outlines several guidelines for instructors looking to implement AR learning experiences at a classroom level.
Implementing augmented reality in the classroom
Researchers and practitioners have spent the past 50 years attempting to define and create models of design with the intent to improve instruction. As part of a joint
inter-university project
Barson (1967) defined instructional development as the systematic process for improving instruction. Perhaps most interesting about this project and subsequent report is the caution that many different conditions influence learning
including the use of media
and that generalizing any sort of model would potentially be hazardous at best and disastrous at worst. Shortly thereafter
however
Twelker
Urbach
and Buck (1972) noted that a systematic approach to developing instruction was an increasingly popular idea
but cautioned that instructional design (ID) methods varied from simple to complex. These historical observations predicted the reality that every instructional design project is unique every time with no two projects ever progressing through the process identically. These differences
sometimes subtle while at other times significant
have given way to literally dozens of different models used with varying popularity in a wide variety of learning contexts.
Instructional design models
Online education for K-12 students has grown rapidly over the past decade. Approximately four million K-12 students enroll in one or more online courses each year. Because online learning is expanding into K-12 settings
teacher education programs need to prepare preservice teachers to be successful in these areas. This paper describes the design and initial implementation of a graduate certificate program in online instruction developed to help pre- and in-service teachers gain these skillsets. In addition to overviewing courses required for this certificate
the paper describes how the program has attracted attention beyond the college of education to include students from multiple disciplines. These diverse voices enrich the exploration of online teaching among all learners.
Preparing teachers for online instruction with a graduate certificate program
Suzie Young
In this chapter
the authors distinguish between blended and online learning settings
discuss a variety of types of learner assessment
describe contemporary trends
challenges
and recommendations for the effective assessment of learning in blended and online courses
and offer several recommendations for future research. The content targets teachers
instructional designers
administrators
and program managers of K-12 blended and online learning settings. Suggestions are offered for using web-based communication tools for feedback and assessment in blended settings. The authors conclude with a discussion of implementation topics associated with assessment in these learning environments that deserve additional attention and consideration.
Learner assessment in blended and online settings
If you could design a makerspace
what would it look like and whom would it serve? How does location fit into your planning? What about expertise? How will you sustain your facility? Last
but certainly not least
how will you staff the makerspace and how does programming or mission impact staffing? At the University of Wyoming
conversations about the maker movement became a reality when we opened a makerspace for teacher education in the College of Education. From initial design to the funding of the space and our teacher education mission
this design case chronicles the processes
considerations
and decisions we faced that may help others who find themselves in a similar situation.
An evolving makerspace for teacher education
Ibrahim Gashim
Tahani Ibrahim Aldosemani
Using principles of Oldenburg's concept of third place to characterize sense of community
this paper establishes a framework for the creation of sustainable
informal learning communities that promote dialogue and interpersonal relationships. This paper discusses Oldenburg's theory of third place
presents a framework to implement online third place communities in educational settings
and offers examples
recommendations and implications for future research. This paper provides a framework for third place development in online learning environments. We propose that virtual third places can meet all criteria established by Oldenburg. The development of virtual third places only occurs over time and violations of third place characteristics are part of the development process. However
these violations should be eliminated over time through continuous evaluation
modification
and implementation of the space
users
activities and organizational needs
goals and resources.
Developing third places to foster sense of community in online instruction
Natasha Trujillo
Existing research highlights conflicting results attempting to capture gender preferences with respect to unimodal versus multimodal designs in online learning. As online learning continues to expand
more research examining the role of gender in multimedia design holds considerable potential. However
the presence of multimedia in online learning contexts presents a more complex problem when taking into consideration the concept of learner interest. The current study sought to investigate gender differences in situational interest (SI) with respect to three different but related designs of an online
multimedia learning environment for continuing
professional education in emergency medical services. The content in these designs was identical
but applied different combinations of the redundancy and modality multimedia principles. A two-way analysis of variance was used to examine the types of SI by gender and type of multimedia design. While no significant difference or interaction effect was identified between gender and triggered SI
an interaction effect was observed for females and the different multimedia designs. Specifically
females reported a higher maintained SI when animation
narration and text were effectively combined. The findings of this study provide insight into best practices for instructional and media designers developing multimedia learning environments as well as future research implications.
An examination of gender and situational interest in multimedia learning environments
In conjunction with the Mary Garland Early Career Fellowship
I am working to launch a makerspace at the University of Wyoming that provides support and professional development to teachers across the state of Wyoming. This space will be available for all school districts
teachers
and students to use from design-based learning activities to equipment loaning and support.
On the Rail
On the Rail is a proposed hidden-object
puzzle adventure game that explores learning objectives related to the Civil War through the context of the Underground Railroad. The game is set so that players have the opportunity to select their playing perspective based on gender (male or female) and status (plantation owner's child or slave child). Perspective influences interactions with non-player characters. The objective is to assist a slave family with escaping from a plantation in Milledgeville
GA and reaching a checkpoint in Columbia
SC while eluding capture from Confederate troops as General Sherman marches from Atlanta to Savannah.
Regene Logan
Gaming & Creativity
This T.A.D. Talk by Tonia A. Dousay was filmed as part of an assignment for EPSY 8160 at the University of Georgia. It explores the concepts of creativity and cognition within the context of a project called GameWerks where kids (11-17) get to design and develop educational video games.
Three Minute Thesis™ Finalist
Tonia Dousay presents her entry in the 1st Annual UGA 3MT Competition
titled \"Effects of Multimedia Design Principles on Situational Interest of Adult Learners.\"\n\n\nThe Three Minute Thesis (3MT™) is a research communication competition developed by The University of Queensland. The exercise develops academic
presentation
and research communication skills and supports the development of students' capacity to effectively explain their research in language appropriate to an intelligent but non-specialist audience. Doctoral students have three minutes to present a compelling oration on their dissertation topic and its significance. 3MT™ is not an exercise in trivializing or 'dumbing-down' research but forces students to consolidate their ideas and crystalize their research discoveries.
AECT 2014 International Convention Co-Planner
The AECT International Convention Co-Planner works with the President Elect to coordinate the convention call for proposals
proposal reviewing and selection process with division/special interest group unit planners
keynote speaker selections
Presidential Session selections
Featured Research session selections
and overall convention scheduling. AECT14 features 10 Presidential Sessions
8 Featured Research sessions
2 keynote speakers
and nearly 200 concurrent sessions across 17 division/special interest groups.
Tonia A.
Dousay
University of Wyoming
NATIONAL ASSOCIATION OF AGRICULTURAL EDUCATORS INC
Texas A&M University
Association for Educational Communications & Technology
James Madison University
Texas A&M Engineering Extension Service
Blinn College
University of Idaho
MoWerks Learning
Drafted quality assurance documentation for instructional projects\nDesigned interactive
multimedia rich curriculum and assessments
Instructional Design Consultant
Athens
Georgia Area
MoWerks Learning
Taught Business Communications course\nUpdated curriculum
Instructor
Bryan/College Station
Texas Area
Blinn College
Moscow
ID
Taught courses in research methods
teacher education
and instructional design\nConducted and mentored research in creativity
technology integration
and media engagement
Assistant Professor
University of Idaho
Moscow
ID
Teach courses in research methods
teacher education
and instructional design\nConduct and mentor research in creativity
technology integration
and media engagement
Associate Professor
University of Idaho
Cheyenne
Wyoming Area
Taught courses in Learning
Design
& Technology\nConducted research in creativity
PBL
makerspaces
and design
Assistant Professor
University of Wyoming
Distribute social media posts from divisions and leadership across four platforms\nSupport social media strategic planning for daily operations and special events
Social Media Editor
Association for Educational Communications & Technology
Online
Taught Instructional Technology (LTLE 370)\nTaught Information in a Contemporary Society (LTLE 150)
Adjunct Instructor
James Madison University
Washington D.C. Metro Area
Designed and created electronic annual report [website]\nDesigned and created annual awards presentation
Communications Intern
NATIONAL ASSOCIATION OF AGRICULTURAL EDUCATORS INC
Assisted faculty with converting classroom materials for online delivery\nMaintained Ag Program Distance Learning website
Tech Coordinator
Bryan/College Station
Texas Area
Texas A&M University
Moscow
Idaho
United States
Associate Dean of Accreditation and Inclusion
University of Idaho
Created eLearning design and development standards\nManaged eLearning development team
eLearning Manager
Bryan/College Station
Texas Area
Texas A&M Engineering Extension Service
Coordinated design and development of instructional materials\nDesigned graphics and supplemental content for instructional materials
Instructional Designer
Bryan/College Station
Texas Area
Texas A&M Engineering Extension Service
SIG Maker\nSIG Creativity\nSIG Social Media
Society for Information Technology and Teacher Education (SITE)
International Society for Technology in Education (ISTE)
American Society for Training & Development (ASTD)
Intern Coordinator ■ Jul 2013 – October 2016\nAwards Committee ■ Nov 2013 – Nov 2017\nLeadership Development Committee ■ Jul 2013 – Present\nNomination Committee ■ Nov 2015 – Jul 2016\nDivision of Distance Learning President-Elect ■ Nov 2015 – Oct 2016\nDivision of Distance Learning President ■ Oct 2016 – Nov 2017\nDivision of Distance Learning Past President ■ Nov 2017 – Present
Association for Educational Communications and Technology
Texas Distance Learning Association (TxDLA)
Eastern Educational Research Association (EERA)
eLearning Guild
The Safe Space program at UGA is a three and a half hour training for faculty
staff
and students who are interested in learning about gender and sexual identity
homophobia
heterosexism
and how they can provide support and work toward being an ally for the LGBT community.
UGA Safe Space
E-Learning Council
Association for Educational Communications and Technology
IAP-DDL Distance Education Best Practices Award
Association for Educational Communications and Technology
NSF Early Career Sympoisum
Association for Educational Communications & Technology
Advocacy Award
International Society for Technology in Education (ISTE)
IAP-DDL Distance Education Best Practices Award
Association for Educational Communications and Technology
Mary Garland Early Career Fellowship
University of Wyoming College of Education
PhD
Learning Design & Technology
Kappa Delta Pi
Graduate Researchers in Educational Psychology & Instructional Technology
Instructional Technology Students Association
SafeSpace
Association for Educational Communication & Technology
Eastern Educational Research Association
The University of Georgia
M.S.
Agricultural Education
Educational Technology
Kappa Delta Pi
Ag Education Graduate Student Society
Graduate Student Council
Aggie ALLY
Texas A&M University
Google Educator - Level 2
Google Certified Innovator
Google/CUE
Google Certified Trainer
B.S.
Agricultural Science
Alpha Phi Omega
Ag Education Peer Advisors
Texas A&M University
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Tonia Dousay at Saturday U - Teaching with Robots: Math and Science
Tonia Dousay
Assistant Professor of Instructional Technology
College of Education
at University of Wyoming
presented Teaching with Robots: Math and Science during the Spring Saturday U. The event took place at the National Museum of Wildlife Art in Jackson
WY on March 7
2015. Without practical application
science and mathematics are just abstract concepts.
Tonia Dousay at Saturday U - Teaching with Robots: Math and Science
The following profiles may or may not be the same professor: