- Online and Blended Learning
- Innovative Teaching and Learning Methods
- Virtual Reality Applications and Impacts
- Educational Games and Gamification
- Digital Storytelling and Education
- Social Representations and Identity
- Educational Strategies and Epistemologies
- Visual and Cognitive Learning Processes
- Spatial Cognition and Navigation
- Knowledge Management and Sharing
- Digital literacy in education
- Misinformation and Its Impacts
- Cognitive Science and Education Research
- Communication in Education and Healthcare
- Embodied and Extended Cognition
- Adult and Continuing Education Topics
- Housing Market and Economics
- Cognitive Science and Mapping
- Health and Well-being Studies
- Career Development and Diversity
- Technology and Human Factors in Education and Health
- FinTech, Crowdfunding, Digital Finance
- Higher Education Practises and Engagement
- Innovative Education and Learning Practices
- Impact of AI and Big Data on Business and Society
The Ohio State University
2017-2024
Pennsylvania State University
2024
New Mexico Institute of Mining and Technology
2024
Akita International University
2022-2023
Ohio Department of Education
2021
A number of strategies have emerged over the last decades to guide development online learning communities where members share, augment and co-create information but few tools measure their success. This paper suggests that some communities’ success can be understood through lens collective efficacy. Albert Bandura introduced idea efficacy as an emergent variable agency in community Collective sees group dependent on relationships between two levels: degree which individuals feel they able...
This qualitative study presents 27 students' insights about four teachers' implementation of an immersive Native American history curricular unit designed to equip students with digital skills critically navigate complex, polarizing social issues. The Digital Civic Learning (DCL) curriculum used Google Suite and Classroom or Schoology provide collaborative slides supporting 2D-graphics, children's books/resources, activities/artefact-creation, multimodal tools (e.g., discussion posts,...
This paper focuses on the (continuing) GameStop (GME) saga, where users of subreddit Wallstreetbets (and later r/GME) challenged flow financial information from legacy media outlets in understanding manipulations and possibilities involved GME stock price. An extraordinary surge value was attributed to activity had been touting for almost a year. While initially portrayed by traditional as an humorous attempt strike back at Wall Street, reporting soon turned negative. Financial outlet news...
Abstract In this study, our team developed a virtual reality (VR) integrated curriculum for freshmen engineering visuospatial thinking course. Visuospatial skills, especially understanding how 2D image represents 3D object, are known to be an important part of student success in engineering. To ensure minimum level skills later courses, the Ohio State University offers course on incoming freshmen; it is required students that score below 18/30 Purdue Spatial Visualization Test: Rotations...
Multi-User Virtual Environments (MUVEs) have gained more prominence in education of late; however, the question their theoretically sound implementation remains relatively understudied. The current article addresses this gap through explanation how a MUVE platform Second Life was used an undergraduate course for pre-service teachers. Instructional decisions are explained within theoretical framework Open Source Educative Processes and illustrated by specific multiple data sources. Based on...
Direct instruction (PowerPoint presentations, lectures) often imposes hierarchical classroom structures where the teachers are considered experts, imparting knowledge to passive learners. However, emergence of tools like Multi-User Virtual Environments (MUVEs) encourages creation democratic learning environments. We hypothesize that these lead higher degrees civil discourse within and create transformative trajectories for students, allowing them shared purpose incite social change. By...
This article outlines links between cybernetics and psychology through the black box metaphor using a tripartite narrative. The first part explores first-order cybernetic approaches to opening box. These developments run parallel decline of radical behaviorism advancements in information processing theory neuropsychology. We then describe how migrates towards second-order approach (expanding questioning features inquiry), understanding applications rule-based tools sociocultural phenomena...
This paper investigates how psychological needs spurring self-determined motivation relate to collective efficacy for flourishing in online learning communities. Self-determination theory posits individuals experience intrinsic flourish at educational tasks because of targeted satisfaction the three needs: autonomy, relatedness, and competence. However, studies conducted investigate collective, technology-assisted processes suggest competence relatedness may play a pivotal role community...
Abstract This article explores identity development and understanding of avatars as an important educational goal in the avatar-based multi-user virtual environment platform Second Life ( SL ). There are general two ways to understand worlds. The first way is examine role that these platforms play search for identity. second see avatar a micro-version task outlined by Erik Erikson. article, which also looks explore how might foster what Brazilian educator refers conscientization, ability...
Immersive storytelling (IST) is usually conceptualized within the framework of technologically immersive tools such as virtual, augmented, and mixed reality. While these offer some unique features (such visual fidelity, interactivity, embodied, first-person perspective), their level technological immersion (based on system’s objective qualities) might not directly translate to psychological experienced by user. Such also tend require access digital or financial resources unavailable many...
This paper discusses the role of Multi-User Virtual Environments (MUVEs) in development epistemic learner identity. MUVEs might help educators create types tasks and intellectual open spaces helping students with identity information age. can new possibilities for dissemination sharing critical (e.g. nonhierarchical, non-linear), opening up (safe) rebellion against top-down, teacher directed educational processes, become more autonomous thinkers, ready to question information, search...
The Soviet psychologist L. S. Vygotsky was immersed in theater and the arts through much of his life, collaborating with scholars psychology acting, including Konstantin Stanislavski’s close confidante long-time editor Liubov Gurevich, on terms theories expressed historically defining text, An Actor’s Work. This article connects linguistic, theoretical, methodological aspects work Vygotsky’s quest to develop a new psychology, finding its apogee works final years, especially after he gained...
In this paper, we suggest that research platforms on the present Internet should offer more diverse pathways for distributed communication, to cope with idiosyncrasies of a post-truth society. Present adhere first-order cybernetic approach, using rule-based systems and algorithms guide activity researchers, expose them new findings articles based their preferences. The larger Internet, however, supports communities such as Reddit, opportunities pragmatic problem-solving mirrors ideas second-...