LTEC 690, Spring 2020

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Now showing 1 - 10 of 19
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    (Re) Learning Waihoʻoluʻu: An Online Module on Hawaiian Color Theory
    ( 2020-05-13) Cotchay, A. Kūʻiʻolani ; Hoffman, Daniel
    Hawaiian color theory requires a familiarity with the natural Hawaiian environment, along with an understanding of Hawaiian language, culture, and history. Current education on Hawaiian concepts of color is incomplete, inconsistent, and centers on foreign perspectives, while resources are limited and inaccessible. These gaps are evident in conversations with Hawaiian Studies undergraduates at the University of Hawaiʻi at Mānoa, who often struggle to understand color from a traditional perspective. To address these inadequacies, an online module, (Re) Learning Waihoʻoluʻu , was designed and developed. Subsequently, a learning assessment was conducted to investigate the impact of (Re) Learning Waihoʻoluʻu on undergraduate Hawaiian Studies majors’ perception and interpretation of color. Ten Hawaiian Studies undergraduates (N=10) participated in this study. Results of this research confirmed a demand for more instruction and accessible resources on Hawaiian color theory, revealed an interest for online learning, and promoted (Re) Learning Waihoʻoluʻu as an effective and engaging tool to (re)center perception and interpretation of color within Hawaiian knowledge systems.
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    Program Planning through a Visual Novel-style Game
    ( 2020-05-08) Lochman, Mellissa ; Hoffman, Daniel
    This paper describes an instructional design project that conducted a usability study to evaluate an online training instruction for program planning through the use of a visual-novel style game. Program planning is described as an effective way to define, outline, and manage an organization’s events and evaluate their outcomes. Within the University of Hawaiʻi - West Oʻahu Student Life Office, many of the student organizations use program planning to promote events and conduct meetings that incorporate the use of resources, activities, outcomes, etc. Consequently, students within these organizations must take a training course before heading an event or developing a program. An online visual novel style game was developed to provide student board members a way to access this training in their own time. A usability test was used to evaluate the online training for navigation, efficiency, and user satisfaction. Data from the usability test supported the potential likelihood that the training would be a great tool in addition to the already face-to-face instruction, but would still need further development prior to being implemented.
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    Dungeons and Dragons in Education: A Usability Study
    ( 2020-04-16) Nakasone, Tasia ; Hoffman, Daniel
    When it comes to this generation of learners, challenges that often arise for educators are getting learners engaged, getting learners to process information, and getting learners to apply that information. Game-based learning has been seen as an effective tool for engaging students in these areas. A web-based resource website was developed for Dungeons and Dragons (D&D)in education for educators that are seeking a way to facilitate learning engagement and assess learning transfer. This paper focuses on the design and evaluation of a website about D&D in education. Feedback collected from six participants indicated that they felt the website was easy to navigate and felt satisfied with the site’s content and design.
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    The Effectiveness of E-Learning in Preparing Potential Volunteers: An Action Research Study
    ( 2020-05-07) Mamizuka, Morgan ; Hoffman, Daniel
    Volunteers are the backbone of the Hanauma Bay Education Program (HBEP) and provide a service that benefits the management and sustainability of the Hanauma Bay Nature Preserve. HBEP docents educate visitors by sharing important park information and conservation messages to make for enjoyable and safe visits. In order to prepare new volunteer recruits for the tasks and responsibilities of the position, they must go through an application process and attend a rigorous face-to-face training program. Often, applicants go through the process and after much time and effort is exhausted by both the recruit and HBEP staff, they may decide not to continue as a volunteer after all. Therefore, there was a need for an online orientation to familiarize potential recruits with the HBEP and the volunteer position before they initiate the application and training process. An orientation website was created to present information for potential volunteers to become better acquainted with the park and volunteer workstations. Text and visual content were followed by an interactive practice module that allowed participants to apply the information to real world scenarios. Pre- and post-tutorial surveys were included to measure information retention and to collect feedback on the participants’ orientation experience. Ultimately, the online orientation was an effective e-learning tool in helping participants make an efficient and informed decision to commit to the program or not.
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    A 3D Virtual World Journey through the 5 Stages of Culture Shock in Minecraft
    ( 2020-05-07) Bales, Casey ; Hoffman, Daniel
    This paper reports on a usability study on the design and evaluation of an instructional simulation in Minecraft on the five stages of culture shock for American students preparing to study abroad in Japan. The virtual world learning environment (VWLE) begins in a suburban American town where the participants travel to a Japanese city that borders the countryside. The simulation within the virtual world (VW) was designed to be evaluated by having participants navigate a linear journey while performing certain usability tasks. The analysis involved examining their verbal and written feedback concerning the in-game content and experience. The results indicated that game-based learning in a VWLE is a promising method for engaging students and delivering content over traditional classroom orientation.
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    Family Caregivers Resource of Maui County: A Usability Study
    ( 2020-05-05) Chan-Vinoray, Melanie ; Ho, Curtis
    Self-care is the active practice of preserving or improving one’s health. Family caregivers, usually informal, non-health care professionals caring for a loved one, often overlook self-care while caregiving. Such oversight potentially leads to exhaustion, stress, burnout, and illness. The purpose of this usability study was to create a resource website to curate existing family caregiver resources relevant to caregivers and supporters of cancer patients. Serving the islands of Maui, Molokai, and Lāna`i, the resource site aimed to facilitate connection to local and online family caregiver resources, and reduce online research time for family caregivers, often overwhelmed with responsibilities. A user-centric (U/X) design approach was utilized to design a site responsive to mobile users. The objective of this usability study was to assess the resource site’s ease-of-use, the perceived value of the site, and to assess the feelings of user self-efficacy after use of the resource site. Twelve participants assessed the navigability of the site and the value of the content. Verbal feedback from participants during the study and data from post-usability surveys indicated that participants found the responsive site moderately easy to navigate, found high value in the content, and expressed high levels of confidence in understanding self-care after completion of the usability study.
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    Learning for Success: An Online Financial Aid Training Module for Student Services Staff at Kauai Community College
    ( 2020-05-25) Anderson, Jeff
    A new learning module on financial aid basics has been developed for student services staff, namely academic counselors and other mentors at Kauai Community College. Participants were existing student services staff along with other faculty and staff at the college and were recruited from informational flyers, face-to-face inquiries, and via email. A pretest and posttest was given to the participants along with a post-unit survey to gauge satisfaction. The study was intended to be completely asynchronous and used the learning management system Canvas. Content was designed to be scaffolded and chunked into three modules, while also using multimedia tools to enhance the learning experience. Results of this study showed that the training module increased subjects’ knowledge of financial aid basics as shown in the posttest results. Expectations were that this extra knowledge will increase cross-departmental communication and training, efficiency for information dissemination to the student, increase student satisfaction with the college, and increase retention and graduation rates.
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    Orientation to Medical Simulation Website for First Year Medical Students – a Usability Study
    ( 2020-05-07) Hara, Kristine ; Hoffman, Daniel
    Since the publication of To Err is Human (2000) which documented 98,000 deaths per year attributed to medical error, the use of simulation based medical education (SBME) as a mitigation strategy has become ubiquitous. There are three basic stages of SBME including the orientation, scenario and debriefing. The orientation stage is recognized to enhance learning by providing information, activities and context to prepare learners to engage in the simulation scenario and debriefing. The average age of medical students is 24 years. As part of Generation Z they utilize online resources daily and are adept at working independently and researching information as they need it. To meet the needs of first year medical student’s request for more orientation, an online asynchronous module was developed. This usability study measured the module’s learnability, efficiency and error rate, satisfaction and ability to prepare the student for simulation. While results found evidence of an excellent usability, additional data found a low effectiveness rate which improved through iterative design work. Qualitative analysis provided valuable modification strategies and interesting future modifications. This study discusses usability testing methods, evaluation instruments, participant data, and user experience. The value of conducting a usability study as part of the instructional design process proved valuable.
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    Flip the Library
    ( 2020-05-07) Nakashima, Sarah ; Hoffman, Daniel
    The Hamilton Library at the University of Hawaiʻi at Mānoa supports scholastic efforts of students from varied academic levels. Aligned with the Association of College & Research Libraries, “Framework for Information Literacy for Higher Education”, Hamilton Library conducts instructional sessions partnered with the English department’s First Year Writing program. Twice a semester, English 100 classes visit the library first to be introduced to basic research strategies and database searching; and a second time to learn evaluating information techniques. Instruction librarians at Hamilton Library have long struggled to balance the limited time available in these sessions and the amount of information to be communicated, coupled with students’ lack of preparation. Taking into account the increase in distance learning programs the University offers, and the heavy reliance society has on online tools, can the library impact students’ learning outside of the traditional classroom? How would utilizing online tools and non-traditional pedagogical approaches affect learning occurring in library sessions? Results of this study found students’ innate knowledge of research concepts influences learning occurring through the tutorial. While the pedagogy can impact the application of learned concepts. The purpose of this action research is to explore the impact of a flipped learning pedagogy utilizing instructional tutorials in preparing students for library instruction sessions.
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    Happy Hapai: Evaluating the Usability of a Pregnancy and Childbirth Preparation Website
    ( 2020-05-07) Yoshimoto, Demi ; Hoffman, Daniel
    Pregnancy and childbirth is a wonderful experience for many women, and even their partners. During this period of gestation, there is a strong focus on the mother and child’s overall wellness and planning for the birth of her child(ren). For individuals living on O`ahu, there are many resources available; however, it can be a tiresome process to find all of the information expecting families need and want. In addition to speaking to medical professionals and reading informational books, many find themselves seeking answers on the Internet. Therefore, a need for a location-based, comprehensive online resource was identified. The purpose of this usability study was to evaluate the functionality, navigability, and ease of use of an O`ahu-based pregnancy and birth preparation website and the participants’ satisfaction with the content and design. The website was developed using WiX, a cloud-based development platform, and contains useful, relevant, and location-based information to help expecting parents make informed decisions about their pregnancy and delivery. The usability study recruited nine participants who gauged the navigability of the website and their satisfaction with the design and content. Feedback and data analysis from the study indicated that participants agreed that the website was easy to use and were satisfied with the available resources.