The Final Oral Examination For the Degree of
DOCTOR OF PHILOSOPHY
Jennifer Jing Zhao
Tuesday September 24, 2019, 4:00 pm
Room 200 of the Graduate Student Centre (6371 Crescent Road)
Design of a 3D Virtual Learning Environment for Acquisition of Cultural Competence in Nurse Education: Experiences of Nursing and Other Health Care Students, Instructors, and Instructional Designers
ABSTRACT: This study investigates how a 3D virtual world or learning environment facilitates nursing and other health care students’ acquisition of cultural competence. The study specifically explores the experience of students, instructors, and instructional designers in a 3D virtual learning environment designed specifically for this research. The research questions are: 1) What are the experiences of instructional designers and instructors in a simulated immersive learning environment of a 3D virtual world for the acquisition of cultural competence for students in nursing and other health related fields? 2) What are the experiences of students in a simulated immersive learning environment of a 3D virtual world for the acquisition of cultural competence? The design of the 3D world and analysis of data draw on a framework based on Deweyan and Confucian theories of experience. The theoretical framework suggests that learning is best supported through affordances for continuity and interaction, which are essential when designing, integrating, and evaluating simulation and immersion in 3D virtual worlds. Design-based research (DBR) and user experience (UX) methodologies are employed to explore the experience of students, instructors, and other participants. A taxonomy of experience (ToE) established by Coxon (2007) guides qualitative data collection and analysis in this study. Users’ data were distilled through nine steps to help experiences to be “seen” and to make abstract concepts comprehensible and visible. The findings include seven themes distilled from the data: Simulation for 3D learning environments is best: 1) grounded in real-world contexts; 2) shaped through holistic design; 3) designed for embodiment; 4) designed for interactivity; and 5) designed for continuous experience; 6) 3D learning environments should take the complexity of the technical interface into account; and 7) Design for the acquisition of cultural competence should take the users’ experience and knowledge into account. Implications include: 1) Conceptualization of “designer as host” and hospitality through Chinese understandings of guest-host relations; 2) Consideration of virtual experience overlooked within Deweyan and Confucian pragmatism.
Prof Guofang Li (Language and Literacy Education)
Prof Stephen Petrina, Research Supervisor
Prof Hsiao-Cheng Sandrine Han
Prof Francis Feng
Prof Marlene Asselin
Prof Samson Nashon
Posted in Communication, Culture, cyberspace, Design, Design-Based Research, HWL, HWL Team, informatics, Instructional Design, Pedagogy, Technology, Technology Studies, User Experience, Virtual Worlds
Researchers on the How We Learn (HWL) team are presenting in a symposium this afternoon at 3:00 at the STEM 2014 Conference.
Stephen Petrina, Franc Feng, Mirela Gutica, Peter Halim, Yu-Ling Lee, Lesley Liu, PJ Rusnak, Yifei Wang & Jennifer Zhao
University of British Columbia
Symposium Chairs: Yifei Wang & Stephen Petrina
This symposium aims to generate discussion and understanding of design-based research (DBR) in design and engineering cognition. Seven empirical reports exploring design and engineering cognition or using DBR give the symposium depth and structure: Studies of 1) thirty tweenage girls in designing a mother’s day game, media, and robots; 2) fifteen elementary students testing a new educational video game; 3) nineteen young adults within an immersive virtual environment; 4) four teen students on the design of games; 5) six nursing students involved in a simulated learning environment; 6) Conceptual paper exploring technology and the “design” in DBR; and 7) Methodological paper connecting DBR with design and engineering cognition and ethical know-how. Arguably, new technologies along with a return of DIY or maker culture invite or configure everyone to employ inventive practices or “designerly ways of knowing.” Design now marks interaction with new technologies, making DBR increasingly important and relevant for STEM.
Posted in Design, Design-Based Research, Gaming, Gender, HWL Team, informatics, Learning Analytics, STEM, Technology, Technology Studies
Tagged Culture, Ethics, HWL, HWL Team, Media Studies, STEM, technologies, Technology Studies
Designing Educational Games and Advanced Learning Technologies:
An Identification of Emotions for Modeling Pedagogical and Adaptive Emotional Agents
Abstract: Emotional, cognitive, and motivational processes are dynamic and influence each other during learning. The goal of this dissertation is to gain a better understanding of emotion interaction in order to design Advanced Learning Technologies (ALTs) and Intelligent Tutoring Systems (ITSs) that adapt to emotional needs. In order for ITSs to recognize and respond to affective states, the system needs to have knowledge of learners’ behaviors and states. Based on emotion frameworks in affective computing and education, this study responds to this need by providing an in-depth analysis of students’ affective states during learning with an educational mathematics game for grade 5-7 (Heroes of Math Island) specifically designed for this research study and based on principles of instructional and game design.
The mixed methodology research design had two components: (1) a quasi-experimental study and (2) affect analysis. The quasi-experimental study included pretest, intervention (gameplay), and posttest, followed by a post-questionnaire and interview. Affect analysis involved the process of identifying what emotions should be observed, and video annotations by trained judges.
The study contributes to related research by: (1) reviewing sets of emotions important for learning derived from literature and pilot studies; (2) analyzing inter-judge agreement both aggregated and over individual students to gain a better understanding of how individual differences in expression affect emotion recognition; (3) examining in detail what and how many emotions actually occur or are expressed in the standard 20-second interval; (4) designing a standard method including a protocol and an instrument for trained judges; and (5) offering an in-depth exploration of the students’ subjective reactions with respect to gameplay and the mathematics content. This study analyzes and proposes an original set of emotions derived from literature and observations during gameplay. The most relevant emotions identified were boredom, confidence, confusion/hesitancy, delight/pleasure, disappointment / displeasure, engaged concentration, and frustration. Further research on this set is recommended for design of ALTs or ITSs that motivate students and respond to their cognitive and emotional needs. The methodological protocol developed to label and analyze emotions should be evaluated and tested in future studies.
When: March 17, 2014 @ 9:00 am
Where: Faculty of Graduate and Postdoctoral Studies, UBC
Posted in Culture, Gaming, HWL, HWL Team, informatics, Knowledge Generation, Learning Analytics, Media, Media Studies, New Media, Technology, Technology Studies
Tagged Culture, HWL, HWL Team, informatics, Media Studies, Technology Studies
Yifei Wang & Stephen Petrina
Abstract—the goal of this article is to explore how learning analytics can be used to predict and advise the design of an intelligent language tutor, chatbot Lucy. With its focus on using student-produced data to understand the design of Lucy to assist English language learning, this research can be a valuable component for language-learning designers to improve second language acquisition. In this article, we present students’ learning journey and data trails, the chatting log architecture and resultant applications to the design of language learning systems.
Posted in Gaming, HWL, HWL Team, informatics, Knowledge Generation, Learning Analytics, Media Studies, New Media
Tagged Bots, HWL, HWL Team, informatics, Media Studies
Of course still popular in terms of traffic for teens, currently Facebook is 2nd to Twitter among teens in terms of importance. Waning importance for teens is translating into lulls in traffic. Myspace, in 2012 less than 7% of the teens found it important, has now dropped out of the picture. Google+ is, hard to say what is happening…
See: Statista 2013 and Statista 2012 for more
Posted in Google, informatics, Media Studies, New Media, Technology, Technology Studies, Youth
Tagged Culture, HWL, Media Studies, Technology Studies, Youth
June Kaminski (Kwantlen Polytechnic University faculty member and UBC PhD student)
2012 Nursing Faculty e-Health Award
Congratulations to EDCP PhD Candidate June Kaminski, recipient of the Canadian Association of Schools of Nursing’s (CASN) prestigious E-Health Award! June is an Instructor in Kwantlen Polytechnic University’s Faculty of Community and Health Studies. She has been an established national leader in e-health and nursing informatics throughout her career and this award recognizes her long-standing and ground-breaking achievements. She is completing research on e-health and informatics, and the challenge of innovation in nurse education. June works under the Supervision of Dr. Stephen Petrina within Technology Studies.
Kwantlen Press Release
Kwantlen Polytechnic University (KPU) nursing faculty member, June Kaminski, has been chosen as the recipient of the Nursing Faculty e-Health Award. This prestigious award was presented during the Canadian Association of Schools of Nursing’s (CASN) Annual Award’s reception in Ottawa on November 13, 2012.
“I am very honoured and thrilled to receive this inaugural award from CASN and Canada Health Infoway, two organizations that I deeply respect and look to for leadership strategies for curriculum, e-health and informatics,” said Kaminski. “I wish to thank my nominators Dr. Noreen Frisch and Dr. Elizabeth Borycki from the University of Victoria, both creators of Inspire.net and our own Dr. Jean Nicolson-Church. Thanks too to our Dean, Dr. Tru Freeman for her continued support. I sincerely treasure the acknowledgement of my work and my passion for technology in nursing practice and education.”
The recipient of this award is a faculty member from a Canadian school of nursing who demonstrates exceptional leadership and commitment to e-health in nursing education. Aside from national recognition, Kaminski also received a $2000 award for her dedication to effectively integrating the use of information and communication technologies, information and knowledge management, and related professional and regulatory accountability into pedagogical materials.
The 2012 Nursing Faculty e-Health Award is a component of the CASN-Canada Health Infoway – Nurses in Training project aimed at preparing nursing students to practice in modern, technology-enabled clinical environments when they graduate.
KPU’s community and health studies programs are grounded in the concepts of caring, collaboration, inclusion and development of healthier communities. Programs vary in length from four year bachelor degrees to five month citations. For more information on KPU’s community and health studies programs visit kwantlen.ca/health.