I teach and mentor doctoral students in graduate online programs in both a College of Education in the Learning, Instruction and Innovation program and a School of Social and Behavioral Sciences in the Educational Psychology department. I design and implement research of immersive virtual learning environments including systemic analysis of learning in virtual reality, mixed reality and augmented reality. I have designed a protocol that is a guide for the design and evaluation of immersive virtual learning environments in multiple k12, higher education and business training.
Objectives: The purpose of this paper is to comprehensively describe and justify the case design ... more Objectives: The purpose of this paper is to comprehensively describe and justify the case design of an approach for the integration of synchronous virtual meetings to support nontraditional online doctoral candidates. As more nontraditional doctoral students are completing their degree programs virtually through online universities, the nature of their degree progression and the development of critical knowledge and skills differ from traditional on-campus programs. Method: The case design of an approach to integrating synchronous online interactive meetings to support these learners is identified and justified through references to research in the learning sciences including sociocultural learning, heutagogy, and constructivist instructional design methods. The instructional design process resulted in a scaled schedule of interactions linked to the development of specific cognitive processes, academic skills, and expert knowledge required by doctoral candidates for successful compl...
Abstract: In this presentation we will describe the design of an advanced geosciences program tha... more Abstract: In this presentation we will describe the design of an advanced geosciences program that uses Second Life Teen World to develop problem-based learning abilities and geosciences concepts in urban students. Geoworlds are complex problem-based scenarios occurring ...
Proceedings of the 7th International Conference on Learning Sciences, 2006
ABSTRACT The purpose of this study was to understand how teachers implement an innovation cluster... more ABSTRACT The purpose of this study was to understand how teachers implement an innovation cluster that included an online workspace and a framework for a problem-based learning environment. The researcher focused on three progressive research issues during data structuring: 1) What factors in a teacher's school environments influence the implementation of an innovation cluster? 2) How does a teacher's participation in collaborative professional development influence the implementation of an innovation cluster? 3) How does a teacher's belief about learning and technology influence the implementation of an innovation cluster? Using Activity Theory for apriori structuring of the data set and these three progressive issues for invivo analysis, the researcher found that the teachers implemented the innovation cluster in relation to their ability to identify and overcome contradictions in their work activity. Theoretical Background The theoretical grounding for this study was sociocultural theory of human interaction and development (Vygotsky, 1978; Bruner, 1990) with an emphasis on understanding the processes of mediated activity (Wertsch, 1998). The researcher used Activity Theory, (Engeström, Miettinen, & Punamaki, 1999; Il'enkov, 1977) in order to design a systems-based framework for understanding the implementation processes in context and over time. Activity Theory defines the elements of human interactions systemically and allowed the researcher to design analytical procedures that developed systemic and contextual relationships among the dataset (Barab, Hay & Yamagata-Lynch, 2001; Schoenfeld, 1999). Using a systems-based methodology, the researcher studied the interactions of the constituents of the system that produce behavior (Aronson, 2003) and developed explanations that link the components as a "consilience of inductions" (Wilson, 1998, pg. 98). The compelling purpose of systems analysis then is to recognize the organizing relationships between entities in the system from which emerge the unique properties of the systems (Banathy, 1991). This form of analysis provides contextually relevant responses to complex social systems by making the interactions in the system explicit so both practical and theoretical conclusions can be developed. The overarching premise for this analysis was that the nature of human development is socially embedded and fundamentally activity oriented resulting in an outcome. (Cole & Engeström, 1993). Using Activity Theory (AT) to define the constituent components, nodes, of the work activity of the teachers, the researcher then used N*UDIST software to structure the nodes of the AT model (e.g., motive, goal, subject, mediation, object, community, rules, division of labor, outcome) and integrated the theoretical constructs from related fields (e.g., professional development, innovation, collaboration) into operational categories of interactions in the work activity of the teachers. When external elements, such as new mediational tools, become part of a teacher's work activity system, internal contradictions, or tensions, result between two nodes of the activity system. The researcher identified the contradictions in the work activity, structured around the three progressive issues, then focused on defining the turning points resulting from these contradictions as behaviors changing the implementation of the unit and finally evaluated the resulting behaviors as a type of reformulation of the teachers' objects, the implementation of the unit with the potential outcome, motive, of developing advanced problem-solving abilities in their students.
Simulations as learning tools have been integrated into a variety of fields in which problem-base... more Simulations as learning tools have been integrated into a variety of fields in which problem-based learning provides real-world experience in a classroom setting. Current and future individuals whose careers will focus primarily on the management or use of information can likewise benefit from lessons presented through immersive learning environments. Simulations as an Educational Resource for Knowledge Workers explores the benefits of immersive learning environments and simulations as educational tools. Through a research-based analysis of virtual worlds for educational purposes as well as practical examples of the integration of virtual learning environments in a variety of educational settings, this video lecture is designed for researchers, educators, instructional designers, and curriculum developers.
Gaming applications are rapidly expanding into the realm of education. Game-based education creat... more Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Includes abstract. Thesis (Ph. D.)--University of Missouri--St. Louis, 2003. Includes bibliograph... more Includes abstract. Thesis (Ph. D.)--University of Missouri--St. Louis, 2003. Includes bibliographical references.
This case is a narrative of the design, review, revision and implementation of an online training... more This case is a narrative of the design, review, revision and implementation of an online training program for insurance brokers. The goal of the online training program is to develop advanced problem-solving knowledge and skills including communication abilities in trainees. The ...
This chapter provides an overview with related case study research of three programs at the Sincl... more This chapter provides an overview with related case study research of three programs at the Sinclair School of Nursing at the University of Missouri that are implementing mobile technologies. The programs include the (1) design of an On-Demand Video-Assisted Competencies to implement a training protocol for increasing the effectiveness of training and performance of operating room nurses using mobile technologies, (2) the integration of mobile devices in the Sinclair School of Nursing simulation center to develop both advanced cognitive processes and skills, and (3) the integration of mobile technologies into a Missouri Quality Improvement grant to train advanced practice registered nurses to decrease the rehospitalization of elderly patients in nursing homes. Results of the research identified variances in the effectiveness of the integration of mobile technologies related to (1) the alignment of the characteristics of the technology and the goals for integration, (2) the influence of attitudes and previous experiences of users on the purposefulness of the mobile technologies, (3) the contradictory characteristics of the contexts for the implementation of the mobile technologies, and (4) effect of the change agents driving the design and implementation of the mobile learning technologies.
2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008
The Geoworlds Project is an innovative integration of collaborative virtual learning environments... more The Geoworlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in Earth science while enhancing their problem-solving skills and content knowledge. The Teacher/Facilitators in each ...
Abstract. The purpose of this study was to describe how four teachers in different cities in Miss... more Abstract. The purpose of this study was to describe how four teachers in different cities in Missouri implemented an innovation cluster that paired an online technology with a problem-based unit design framework. The motivating principle for the study originated from prior research on ...
The purpose of this study was to describe how four teachers in four different cities in Missouri ... more The purpose of this study was to describe how four teachers in four different cities in Missouri implemented an innovation cluster that paired an emerging technology with a unit design framework. The motivating question for the study originated from prior research on ...
Objectives: The purpose of this paper is to comprehensively describe and justify the case design ... more Objectives: The purpose of this paper is to comprehensively describe and justify the case design of an approach for the integration of synchronous virtual meetings to support nontraditional online doctoral candidates. As more nontraditional doctoral students are completing their degree programs virtually through online universities, the nature of their degree progression and the development of critical knowledge and skills differ from traditional on-campus programs. Method: The case design of an approach to integrating synchronous online interactive meetings to support these learners is identified and justified through references to research in the learning sciences including sociocultural learning, heutagogy, and constructivist instructional design methods. The instructional design process resulted in a scaled schedule of interactions linked to the development of specific cognitive processes, academic skills, and expert knowledge required by doctoral candidates for successful compl...
Abstract: In this presentation we will describe the design of an advanced geosciences program tha... more Abstract: In this presentation we will describe the design of an advanced geosciences program that uses Second Life Teen World to develop problem-based learning abilities and geosciences concepts in urban students. Geoworlds are complex problem-based scenarios occurring ...
Proceedings of the 7th International Conference on Learning Sciences, 2006
ABSTRACT The purpose of this study was to understand how teachers implement an innovation cluster... more ABSTRACT The purpose of this study was to understand how teachers implement an innovation cluster that included an online workspace and a framework for a problem-based learning environment. The researcher focused on three progressive research issues during data structuring: 1) What factors in a teacher's school environments influence the implementation of an innovation cluster? 2) How does a teacher's participation in collaborative professional development influence the implementation of an innovation cluster? 3) How does a teacher's belief about learning and technology influence the implementation of an innovation cluster? Using Activity Theory for apriori structuring of the data set and these three progressive issues for invivo analysis, the researcher found that the teachers implemented the innovation cluster in relation to their ability to identify and overcome contradictions in their work activity. Theoretical Background The theoretical grounding for this study was sociocultural theory of human interaction and development (Vygotsky, 1978; Bruner, 1990) with an emphasis on understanding the processes of mediated activity (Wertsch, 1998). The researcher used Activity Theory, (Engeström, Miettinen, & Punamaki, 1999; Il'enkov, 1977) in order to design a systems-based framework for understanding the implementation processes in context and over time. Activity Theory defines the elements of human interactions systemically and allowed the researcher to design analytical procedures that developed systemic and contextual relationships among the dataset (Barab, Hay & Yamagata-Lynch, 2001; Schoenfeld, 1999). Using a systems-based methodology, the researcher studied the interactions of the constituents of the system that produce behavior (Aronson, 2003) and developed explanations that link the components as a "consilience of inductions" (Wilson, 1998, pg. 98). The compelling purpose of systems analysis then is to recognize the organizing relationships between entities in the system from which emerge the unique properties of the systems (Banathy, 1991). This form of analysis provides contextually relevant responses to complex social systems by making the interactions in the system explicit so both practical and theoretical conclusions can be developed. The overarching premise for this analysis was that the nature of human development is socially embedded and fundamentally activity oriented resulting in an outcome. (Cole & Engeström, 1993). Using Activity Theory (AT) to define the constituent components, nodes, of the work activity of the teachers, the researcher then used N*UDIST software to structure the nodes of the AT model (e.g., motive, goal, subject, mediation, object, community, rules, division of labor, outcome) and integrated the theoretical constructs from related fields (e.g., professional development, innovation, collaboration) into operational categories of interactions in the work activity of the teachers. When external elements, such as new mediational tools, become part of a teacher's work activity system, internal contradictions, or tensions, result between two nodes of the activity system. The researcher identified the contradictions in the work activity, structured around the three progressive issues, then focused on defining the turning points resulting from these contradictions as behaviors changing the implementation of the unit and finally evaluated the resulting behaviors as a type of reformulation of the teachers' objects, the implementation of the unit with the potential outcome, motive, of developing advanced problem-solving abilities in their students.
Simulations as learning tools have been integrated into a variety of fields in which problem-base... more Simulations as learning tools have been integrated into a variety of fields in which problem-based learning provides real-world experience in a classroom setting. Current and future individuals whose careers will focus primarily on the management or use of information can likewise benefit from lessons presented through immersive learning environments. Simulations as an Educational Resource for Knowledge Workers explores the benefits of immersive learning environments and simulations as educational tools. Through a research-based analysis of virtual worlds for educational purposes as well as practical examples of the integration of virtual learning environments in a variety of educational settings, this video lecture is designed for researchers, educators, instructional designers, and curriculum developers.
Gaming applications are rapidly expanding into the realm of education. Game-based education creat... more Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Includes abstract. Thesis (Ph. D.)--University of Missouri--St. Louis, 2003. Includes bibliograph... more Includes abstract. Thesis (Ph. D.)--University of Missouri--St. Louis, 2003. Includes bibliographical references.
This case is a narrative of the design, review, revision and implementation of an online training... more This case is a narrative of the design, review, revision and implementation of an online training program for insurance brokers. The goal of the online training program is to develop advanced problem-solving knowledge and skills including communication abilities in trainees. The ...
This chapter provides an overview with related case study research of three programs at the Sincl... more This chapter provides an overview with related case study research of three programs at the Sinclair School of Nursing at the University of Missouri that are implementing mobile technologies. The programs include the (1) design of an On-Demand Video-Assisted Competencies to implement a training protocol for increasing the effectiveness of training and performance of operating room nurses using mobile technologies, (2) the integration of mobile devices in the Sinclair School of Nursing simulation center to develop both advanced cognitive processes and skills, and (3) the integration of mobile technologies into a Missouri Quality Improvement grant to train advanced practice registered nurses to decrease the rehospitalization of elderly patients in nursing homes. Results of the research identified variances in the effectiveness of the integration of mobile technologies related to (1) the alignment of the characteristics of the technology and the goals for integration, (2) the influence of attitudes and previous experiences of users on the purposefulness of the mobile technologies, (3) the contradictory characteristics of the contexts for the implementation of the mobile technologies, and (4) effect of the change agents driving the design and implementation of the mobile learning technologies.
2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008
The Geoworlds Project is an innovative integration of collaborative virtual learning environments... more The Geoworlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in Earth science while enhancing their problem-solving skills and content knowledge. The Teacher/Facilitators in each ...
Abstract. The purpose of this study was to describe how four teachers in different cities in Miss... more Abstract. The purpose of this study was to describe how four teachers in different cities in Missouri implemented an innovation cluster that paired an online technology with a problem-based unit design framework. The motivating principle for the study originated from prior research on ...
The purpose of this study was to describe how four teachers in four different cities in Missouri ... more The purpose of this study was to describe how four teachers in four different cities in Missouri implemented an innovation cluster that paired an emerging technology with a unit design framework. The motivating question for the study originated from prior research on ...
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