List of works
Book chapter
Published 2025
Designing Effective Digital Learning Environments, 160 - 175
The purpose of this chapter is to provide an overview of sensors and wearables and the potential benefits for enhancing learning and human performance through instructional and non-instructional interventions. These devices change the dynamics of how individuals acquire, store, and retrieve information, virtually eliminating the disconnect between humans and computers. Wearables include a variety of body-borne sensory, communication, and computational components that may be worn on the body, under, over, or within clothing. Current trends in commercially available wearables include smartwatches, wristbands, smart jewelry, eyewear, headsets, and e-textiles. Wearables have been integrated into a wide variety of contexts for human performance support and improvement of cognitive, affective, and psychomotor learning. The contexts for wearable integration are vast including military, healthcare, business and industry, and primary through post-secondary educational environments. However, formal research regarding the efficacy of wearables in these environments is emerging with the majority comprised of proof-of-concept studies. Positive effects regarding learning outcomes in primary through post-secondary educational environments have been noted and a trend toward continued rigorous research in adult learning environments is warranted.
Journal article
Collaborative video production and middle school student collaboration, engagement, and interest
First online publication 03/11/2024
Journal of research on technology in education, online ahead of print, 1 - 19
The purpose of this mixed methods, single-case embedded design study was to determine the influence of collaborative video production (CVP) on middle school students' collaboration, engagement, and interest in content and the video production process. A nomological network including the four-phase interest model developed by Renninger and Hidi was designed by the researchers and served as the theoretical framework. The sample for this study consisted of a total of 285 middle school-aged participants representing grades 6, 7, and 8 over a three-year period. Analysis results of data gathered from a 21-item quantitative student questionnaire and 14 focus groups revealed the development of phases 3 and 4 individual interest in content with CVP serving as a collaborative activity for meaningfully engaging tasks.
Journal article
Published 03/01/2023
TechTrends, 67, 2, 331 - 341
The Peer Assessment Collaboration Evaluation (PACE) Tool is an original peer assessment tool designed and developed by the authors to address the prevalence of social loafing in group projects in online learning environments. Online group projects offer students collaborative opportunities to engage in critical thinking and problem-solving. Students' participation and learning in online group projects are negatively impacted by social loafing. A total of 104 students completed all study requirements, and their data were used in the final analyses. One-way repeated-measures ANOVAs revealed significant positive main effects of PACE Tool use on participants' attitudes, subjective norms, perceived behavioral control, and related subcomponents. Students' use of the tool increased their behavioral intent to engage in peer assessment in the future may reduce social loafing in group projects, thereby positively influencing academic performance. Instructors' use of the tool may combat negative connotations associated with group work and social loafing, creating learning environments for effective group projects.
Book
Collaborative video production: Management, facilitation, and best practices
Published 2023
"To-day's teachers are charged with not only finding meaningful ways to integrate student use of technology in their classrooms, but also ways to more authentically assess student learning. The advancements in video technology have made classroom video production activities both affordable and feasible. Collaborative Video Production (CVP) is a method of increasing higher order thinking, engagement, collaboration, and technology through the creation of video. The information provided in this book about the seven-step process of CVP, stems from both field research and practical classroom application. The video production process and the corresponding activities that are described by Joe P. Gaston and Byron Havard have been successfully conducted with students from elementary grades through higher ed. The focus of this book is on how to manage and facilitate CVP projects in the classroom. Educators who are interested in more authentically engaging and assessing students' understanding of academic content will find this book to be of great benefit"--from publisher
Journal article
Published 01/01/2022
European journal of educational research, 11, 1, 469 - 480
Students drop out of schools for many reasons, and it has negative effects on the individual and society. This paper reports a study using data published in 2015 from the Educational Longitudinal Study conducted by the National Center for Education Statistics to analyze the influence of parental involvement on low-achieving U.S. students’ graduation rates from high school. Findings indicate that both students and parents share the same perspective on the need for parental involvement in their academic progress. For low-achieving high school students, parental involvement in academic work is a positive factor influencing students’ graduation from high school.
Journal article
A meta-analysis of wearables research in educational settings published 2016-2019
Published 08/01/2020
Educational technology research and development, 68, 4, 1829 - 1854
The integration of wearables in education environments to enhance teaching and learning is an emerging area of research. However, many studies lack the rigor of formal research designs and results are inconclusive. The purpose of this meta-analysis was to examine the overall effect of wearable use on learning and motivation outcomes and describe the characteristics of the studies that comprise the body of quantitative wearables research. Searches for wearables research were conducted in three databases resulting in 144 results with duplicates removed. Coding based on specific inclusion criteria resulted in 12 studies with 20 effect sizes published between January 2016 and August 2019. The overall weighted mean effect size for 20 learning and motivation outcomes was .6373 (SE = .1622). It should be noted that while this result was statistically significant (z = 3.9292,p = .0001) with 95% CI [.3194, 9552], the heterogeneity was also statistically significant. Additional weighted mean effect sizes relating to study characteristics were significant while meeting the assumption of homogeneity. A discussion of the findings, implications, and limitations are provided.
Abstract
Community, Connectedness, And Learning In Exercise Science: Does Classroom Context Matter?:
Published 07/2020
Medicine and science in sports and exercise, 52, 7 Suppl, 1095 - 1095
Exercise science programs require rigorous academic preparation often taught in traditional classroom and lab settings. However, situated learning theory views learning as action in a community of practice, where the elements of social interaction, connectedness, and authentic participation transform cognitive understanding into meaningful knowing. Situated learning can have a complex effect on exercise science students’ connectedness, understanding, theory application, and professional skills. Additionally, social networks (like Facebook) can provide a modern educative community in which to increase engagement and connection in the classroom.
Journal article
Faculty acceptance of the peer assessment collaboration evaluation tool: a quantitative study
Published 06/01/2020
Educational technology research and development, 68, 3, 1381 - 1407
The problem this study sought to address was faculty reluctance to use new online peer-assessment tools. The purpose of this study was to examine the motivational factors that influence the acceptance of the Peer Assessment Collaboration Evaluation (PACE) Tool among faculty employed at a mid-sized university in the Southeastern United States. This study used Davis's (1986) technology acceptance model (TAM) and motivational constructs "attitude toward using, perceived usefulness and perceived ease of use" (p. 44). The researcher used simple linear regression and standard multiple regression to determine if there was a significant relationship, if any, between the motivational constructs. The results of the linear regressions denoted positive, significant relationships between perceived ease of use of the PACE Tool and attitude toward using the PACE Tool, perceived usefulness of the PACE Tool and attitude toward using the PACE Tool; and perceived ease of use of the PACE Tool and perceived usefulness of the PACE Tool. The results of the multiple regression indicated that both perceived ease of use and perceived usefulness of the PACE Tool were positively, significantly related to attitude toward using the PACE Tool. Through faculty members' speculations, the researcher was able to measure their motivation to use the PACE Tool. The results of this study demonstrated faculty members are motivated to use the PACE Tool, which indicates high acceptability and potential usage in the future. By understanding how faculty members perceive the PACE Tool, designers may be able to develop online peer-assessment tools that are more acceptable.
Abstract
Published 06/2019
Medicine and science in sports and exercise, 51, 6 Suppl, 871
Journal article
The Effects of Collaborative Video Production on Situational Interest of Elementary School Students
Published 01/2019
TechTrends, 63, 1, 23 - 32
The purpose of this study was to determine how Collaborative Video Production (CVP) influences students' perceived learning, content interest, and school interest. The theoretical framework is based on the Four Phase Interest Model developed by Renninger and Hidi (2016). The sample consisted of 242 students and 13 teachers representing grades 2 through 5. Results of this convergent parallel mixed methods study (Creswell and Plano Clark 2011) suggest CVP had a positive influence on perceived learning, content interest, and school interest for second grade through fifth grade students. The presence of Phase 1: triggered situational interest, and Phase 2: maintained situational interest as described by Renninger and Hidi (2016) were evident in the results. Students and teachers also described CVP as having a positive influence on the learning environment.