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Papers by Barbara Grabowski
Handbook of Individual Differences, Learning, and Instruction, 2012
Only few studies have explicitly attended to the nature of the perceived underlying factors that ... more Only few studies have explicitly attended to the nature of the perceived underlying factors that prompt young adolescents' reflective thinking in association with K-12 learning environment. This paper focuses on an analysis of the factors that are perceived by young ...
... ELEARN) 2008 Las Vegas, Nevada, USA November 17, 2008 ISBN 1-880094-66-5 Curtis J. Bonk, Mimi... more ... ELEARN) 2008 Las Vegas, Nevada, USA November 17, 2008 ISBN 1-880094-66-5 Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds AACE More Information on ELEARN Table of Contents. Authors. Hien Nguyen, Natalia Kapli, Yu-hui Ching, Meltem Albayrak Dileo, The ...
The Wiley Handbook of Learning Technology, 2016
This research experiment studied the effect of humor versus non-humor on learning and retention o... more This research experiment studied the effect of humor versus non-humor on learning and retention of a computer-based instructional (CBI) lesson on tick identification. The experiment also surveyed the subjects ' enjoyment of the lesson material, their personal experiences with ticks, and their concerns about ticks ar tick-borne diseases. Undergraduate students from a statistics class (N=115) were randomly assigned to one of two treatment groups or the control group. The subjects were given a delayed post test one week after the treatment. The control group received the test only. The results indicated no significant difference between treatment groups in terms of learning and retention or in terms of enjoyment. However, the humor group was significantly more worried about ticks than the non-humor group Implications of these results are discussed. (Contains 30 references.) (Author/JLB) ***********. V.%*********) c*,%A.***.;:***1 ************* Reproductions supplied by EDRS are th...
Association for Educational Communications and …, 2004
The purpose of this quantitative study was to investigate the instructional effects of various an... more The purpose of this quantitative study was to investigate the instructional effects of various animation strategies. Three treatment groups involved include static graphic, animation used as an attention-gaining strategy, and animation used as an attention-gaining and elaboration ...
ED308852 - Interactive Video and Cognitive Structures: A Technique for Enhancing the Effectivenes... more ED308852 - Interactive Video and Cognitive Structures: A Technique for Enhancing the Effectiveness of Interactive Simulations and Games.
ED373716 - The Effects of Varied Visual Organizational Strategies within Computer-Based Instructi... more ED373716 - The Effects of Varied Visual Organizational Strategies within Computer-Based Instruction on Factual, Conceptual and Problem Solving Learning.
Educational Technology Research …, 1994
Describes a study that investigated the effect of curiosity on learning art education facts and c... more Describes a study that investigated the effect of curiosity on learning art education facts and concepts by first and second graders in computer-based interactive learner-controlled environments with and without advisement. Results are compared with a previous study on learner control and advisement, and implications for instructional design are suggested. (Contains 30 references.)
This study investigated the effects of gameplaying on fifth-graders ’ maths performance and attit... more This study investigated the effects of gameplaying on fifth-graders ’ maths performance and attitudes. One hundred twenty five fifth graders were recruited and assigned to a cooperative Teams-Games-Tournament (TGT), interpersonal competitive or no gameplaying condition. A state standards-based maths exam and an inventory on attitudes towards maths were used for the pretest and posttest. The students ’ gender, socio-economic status and prior maths ability were examined as the moderating variables and covariate. Multivariate analysis of covariance (MANCOVA) indicated that gameplaying was more effective than drills in promoting maths performance, and cooperative gameplaying was most effective for promoting positive maths attitudes regardless of students ’ individual differences.
The thesis of Gustavo E. Prestera has been reviewed and approved * by the following:
Since its founding, NASA has been dedicated to the advancement of aeronautics and space
Participants in the workshop session were actively engaged in a hands-on, minds-on approach to le... more Participants in the workshop session were actively engaged in a hands-on, minds-on approach to learning about indicators and evaluation processes. The six hour session was broken down into three two hour sessions. Each session was built upon an instructional model which moved from general understanding to specific IITA application. Examples and practice exercises served to demonstrate tand reinforce the workshop concepts. Each successive session built upon the previous session and addressed the major steps in the evaluation process. The major steps covered in the workshop included: project descriptions, writing goals and objectives for categories, determining indicators and indicator systems for specific projects, and methods and issues of data collection. The workshop served as a baseline upon which the field centers will build during the summer in undertaking a comprehensive examination and evaluation of their existing K-12 education projects.
The purpose of this study was to examine the effectiveness of a generative learning strategy invo... more The purpose of this study was to examine the effectiveness of a generative learning strategy involving learner manipulation of visual elements in computer-based instruction. Distinct from computer-controlled animated visuals, generative manipulation of visuals requires the learner to actively move and place visual elements in an attempt to induce cognitive processing of the content. Stratified random sampling based on prior knowledge of 184 subjects was used to assign students to three treatment groups representing two forms of learner-directed generative visual manipulation and one form of computer-controlled visual manipulation as well as a control. Results and conclusions are presented below.
Handbook of Individual Differences, Learning, and Instruction, 2012
Only few studies have explicitly attended to the nature of the perceived underlying factors that ... more Only few studies have explicitly attended to the nature of the perceived underlying factors that prompt young adolescents' reflective thinking in association with K-12 learning environment. This paper focuses on an analysis of the factors that are perceived by young ...
... ELEARN) 2008 Las Vegas, Nevada, USA November 17, 2008 ISBN 1-880094-66-5 Curtis J. Bonk, Mimi... more ... ELEARN) 2008 Las Vegas, Nevada, USA November 17, 2008 ISBN 1-880094-66-5 Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds AACE More Information on ELEARN Table of Contents. Authors. Hien Nguyen, Natalia Kapli, Yu-hui Ching, Meltem Albayrak Dileo, The ...
The Wiley Handbook of Learning Technology, 2016
This research experiment studied the effect of humor versus non-humor on learning and retention o... more This research experiment studied the effect of humor versus non-humor on learning and retention of a computer-based instructional (CBI) lesson on tick identification. The experiment also surveyed the subjects ' enjoyment of the lesson material, their personal experiences with ticks, and their concerns about ticks ar tick-borne diseases. Undergraduate students from a statistics class (N=115) were randomly assigned to one of two treatment groups or the control group. The subjects were given a delayed post test one week after the treatment. The control group received the test only. The results indicated no significant difference between treatment groups in terms of learning and retention or in terms of enjoyment. However, the humor group was significantly more worried about ticks than the non-humor group Implications of these results are discussed. (Contains 30 references.) (Author/JLB) ***********. V.%*********) c*,%A.***.;:***1 ************* Reproductions supplied by EDRS are th...
Association for Educational Communications and …, 2004
The purpose of this quantitative study was to investigate the instructional effects of various an... more The purpose of this quantitative study was to investigate the instructional effects of various animation strategies. Three treatment groups involved include static graphic, animation used as an attention-gaining strategy, and animation used as an attention-gaining and elaboration ...
ED308852 - Interactive Video and Cognitive Structures: A Technique for Enhancing the Effectivenes... more ED308852 - Interactive Video and Cognitive Structures: A Technique for Enhancing the Effectiveness of Interactive Simulations and Games.
ED373716 - The Effects of Varied Visual Organizational Strategies within Computer-Based Instructi... more ED373716 - The Effects of Varied Visual Organizational Strategies within Computer-Based Instruction on Factual, Conceptual and Problem Solving Learning.
Educational Technology Research …, 1994
Describes a study that investigated the effect of curiosity on learning art education facts and c... more Describes a study that investigated the effect of curiosity on learning art education facts and concepts by first and second graders in computer-based interactive learner-controlled environments with and without advisement. Results are compared with a previous study on learner control and advisement, and implications for instructional design are suggested. (Contains 30 references.)
This study investigated the effects of gameplaying on fifth-graders ’ maths performance and attit... more This study investigated the effects of gameplaying on fifth-graders ’ maths performance and attitudes. One hundred twenty five fifth graders were recruited and assigned to a cooperative Teams-Games-Tournament (TGT), interpersonal competitive or no gameplaying condition. A state standards-based maths exam and an inventory on attitudes towards maths were used for the pretest and posttest. The students ’ gender, socio-economic status and prior maths ability were examined as the moderating variables and covariate. Multivariate analysis of covariance (MANCOVA) indicated that gameplaying was more effective than drills in promoting maths performance, and cooperative gameplaying was most effective for promoting positive maths attitudes regardless of students ’ individual differences.
The thesis of Gustavo E. Prestera has been reviewed and approved * by the following:
Since its founding, NASA has been dedicated to the advancement of aeronautics and space
Participants in the workshop session were actively engaged in a hands-on, minds-on approach to le... more Participants in the workshop session were actively engaged in a hands-on, minds-on approach to learning about indicators and evaluation processes. The six hour session was broken down into three two hour sessions. Each session was built upon an instructional model which moved from general understanding to specific IITA application. Examples and practice exercises served to demonstrate tand reinforce the workshop concepts. Each successive session built upon the previous session and addressed the major steps in the evaluation process. The major steps covered in the workshop included: project descriptions, writing goals and objectives for categories, determining indicators and indicator systems for specific projects, and methods and issues of data collection. The workshop served as a baseline upon which the field centers will build during the summer in undertaking a comprehensive examination and evaluation of their existing K-12 education projects.
The purpose of this study was to examine the effectiveness of a generative learning strategy invo... more The purpose of this study was to examine the effectiveness of a generative learning strategy involving learner manipulation of visual elements in computer-based instruction. Distinct from computer-controlled animated visuals, generative manipulation of visuals requires the learner to actively move and place visual elements in an attempt to induce cognitive processing of the content. Stratified random sampling based on prior knowledge of 184 subjects was used to assign students to three treatment groups representing two forms of learner-directed generative visual manipulation and one form of computer-controlled visual manipulation as well as a control. Results and conclusions are presented below.