LTEC 690, Spring 2020

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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.