2,252 research outputs found
UMSL Bulletin 2023-2024
The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp
Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement
Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR
RETHINKING PRACTICE: A GUIDE TO DESIGNING VISITOR-CENTERED EXPERIENCES IN ART EXHIBITIONS
Art exhibitions are informal learning environments that offer visitors wide-ranging possibilities for meaningful engagement with the arts. However, art exhibitions have been associated with social and cultural exclusion as specialized language in exhibition texts and labels may pose barriers to visitors unfamiliar with the art world. Through a multi-method approach, an empirical study was conducted to understand visitors' perceptions of their experience at an art exhibition in Guatemala City and the role of museum texts and labels. Findings revealed participants (n = 13) described their experience as connected to reflection, aesthetic appreciation, and peacefulness. The art exhibition had two types of labels. Participants perceived exhibition texts and labels both as too intellectual and oversimplified. Informed by an exploration of the literature focused on designing art exhibitions for specific purposes, this dissertation developed a guide for practice containing a framework for critical reflection, research-informed practice, and collaborative inquiry. The guide's purpose is to support practitioners by offering a tool to reflect on their work and consider the visitor as central to the process of designing an art exhibition
UMSL Bulletin 2022-2023
The 2022-2023 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1087/thumbnail.jp
Introduction to Psychology
Introduction to Psychology is a modified version of Psychology 2e - OpenStax
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Design for Accessible Collaborative Engagement: Making online synchronous collaborative learning more accessible for students with sensory impairments.
This thesis looks at the accessibility of collaborative learning and the barriers to engagement experienced by blind/visually impaired (BVI) students and deaf/hard of hearing (DHH) students. It focuses specifically on online synchronous collaborative learning after establishing that this format presented the greatest barriers, and that these student groups were not engaging.
Taking a design-based research (DBR) approach, five studies were undertaken to identify these barriers and determine potential interventions. The product of the research, a result of collaborative design by the participants in the study, is a framework for accessible collaborative engagement represented in the form of an interactive website model, the Model for Accessible Collaborative Engagement (MACE).
The studies involved representatives of all stakeholders in the collaborative learning process at the institution (the Open University): students, tutors, modules teams, academics, support staff, and the student union Disabled Students Group. These studies took the form of an online survey of 327 students, 10 interviews with staff and students, 6 staff workshops and a collaborative design focus group. With significant representation of the target groups (BVI and DHH) in all studies, and taking an iterative approach to the design, evaluation and construction of the framework model, the studies established that barriers existed in four main categories covering different themes:
1. Communications: aural, visual, screen reading and navigation, text and captioning, lip reading and non-verbal communications, interpretation and third-party communications, mode control, and synchronisation.
2. Emotional and Social Factors: familiarisation, support networks, self-advocacy, opting out, cognitive load, and stress and anxiety.
3. Provisioning and Technical Factors: dissemination, speed and pacing of sessions, staff training, participation control, group size, technical provisioning, and recordings.
4. Activity and Session Design: Volume of materials, advance materials, accessible materials, accessible activities, and session formats.
Interventions were designed that could reduce the barriers in each of these categories and themes by adjustments and changes from both the student and institutional standpoints. MACE is designed to be utilised by both students and staff to provide guidance and suggestions on how to identify and acknowledge these barriers and implement interventions to reduce them.
This research represents an original and essential contribution to the field of investigation. As well as informing future research inquiry, the model can be used by all participants and stakeholders in online collaborative learning to help reduce barriers for BVI and DHH students and improve inclusivity in synchronous online events
Reshaping Higher Education for a Post-COVID-19 World: Lessons Learned and Moving Forward
No abstract available
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