To develop and test the prototype of a serious digital game for improving community-dwelling olde... more To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
This study, which was reviewed through the Registered Report process, examined the initial effica... more This study, which was reviewed through the Registered Report process, examined the initial efficacy of the Scientific Explorers program (Sci2) on second-grade students’ science achievement. Sci2 is grounded in the growing body of empirical research on science instruction, embedding principles of explicit instruction within a guided inquiry-based design framework. Eighteen second-grade classrooms were randomly assigned to treatment or control conditions. A cluster randomized controlled trial was employed, with 294 students nested within classrooms and classrooms nested within condition. The Sci2 program was implemented for a total of 10 lessons (5 hr) in treatment classrooms, whereas control classrooms provided business-as-usual science instruction. Overall treatment effects were observed on three of four science outcome measures. The reported effects were moderate to large, with effect sizes (Hedges’ g) ranging from 0.48 to 0.94. Moderation analyses indicated that science knowledge ...
This study examines middle school students’ learning and motivation as they engaged in a multimed... more This study examines middle school students’ learning and motivation as they engaged in a multimedia enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a multimedia environment on sixth graders’ science learning, their levels of motivation, and the relationship between students’ motivation and their science learning. The analysis of the results showed that: Students significantly increased their science knowledge from pretest to posttest after using the PBL program, they were motivated and enjoyed the experience, and a significant positive relationship was found between students’ motivation scores and their postscience knowledge scores. Findings were discussed within the research framework.
This paper describes the development of a technology-enhanced learning environment, Alien Rescue,... more This paper describes the development of a technology-enhanced learning environment, Alien Rescue, which has been modified specifically to support approaches for conducting designbased research (DBR). DBR is an approach to research that emphasizes the generation of theory by evaluating reiterative enhancements to an instructional innovation within authentic settings. The design of Alien Rescue intends to overcome many of the challenges of implementing DBR while providing a technical infrastructure that supports frequent iteration and research methodologies commonly associated with DBR. A summary of the current Alien Rescue development model is presented along with a discussion of potential future DBR studies that will leverage the technical architecture. Design-based research (DBR) is an approach to research that emphasizes the generation of theory by evaluating reiterative enhancements to an instructional innovation within authentic settings. Based on our experience in creating a st...
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, t... more This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for massive societal effects across all sectors, globally. Thus, new forms of education are needed to prepare members of society for making complex decisions about policy, ...
Abstract: This study examines middle school students' learning and motivation as they engage... more Abstract: This study examines middle school students' learning and motivation as they engaged in a multimedia enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a multimedia environment on sixth graders' science learning, their levels of motivation, and the relationship between students' motivation and their science learning. The analysis of the results showed that: Students significantly increased their ...
World Conference on Educational Multimedia, Hypermedia & Telecommunications, 2004, 2004
Operation SPLASH is an educational video game, which focuses on inspiring and developing student ... more Operation SPLASH is an educational video game, which focuses on inspiring and developing student interest in high school physics and chemistry. Our design concept is to spark interest in a subject before providing instruction. While many educational video games on the market rely on behaviorist activities and exercises to teach children, our game focuses on intrinsically motivating the students instead of using extrinsic rewards and punishments. Operation SPLASH uses motivational theory to create situated interest and ...
Abstract: In this paper we explore students' engagement in a new media enhanced problem-base... more Abstract: In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their learning. 180 sixth graders in a southwestern US city participated in this study. We report that the role of being a scientist, the challenge of solving a complex problem, and ...
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, Jun 29, 2010
To help students learn the critical thinking skills and the essential strategies for being engage... more To help students learn the critical thinking skills and the essential strategies for being engaged citizens in a technology-and media-suffused 21st century, digital technologies are often used to create enriched learning environments. Although learning problem-solving skills is typically deemed as important, acquiring skills needed to solve ill-structured problems proves to be especially challenging for young learners. In this presentation, we will discuss a media-rich learning environment that uses problem-based ...
To explore the potential of using game technologies as cognitive tools for teaching and learning,... more To explore the potential of using game technologies as cognitive tools for teaching and learning, in this paper we describe a game-like learning environment for sixth-grade space science that engages students in problem-based learning. We discuss the design of cognitive tools built in the environment, review four research studies that investigated how these tools supported problem solving, as well as outline the design implications. Our research shows cognitive tools play an important role in assisting learners' problem solving and novices rely on using the cognitive tools in support of their knowledge generation. The purpose of this line of research is to examine the use of cognitive tools to facilitate learning and identify best practices for designing effective technology-enriched cognitive tools in learning environments.
To develop and test the prototype of a serious digital game for improving community-dwelling olde... more To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
This study, which was reviewed through the Registered Report process, examined the initial effica... more This study, which was reviewed through the Registered Report process, examined the initial efficacy of the Scientific Explorers program (Sci2) on second-grade students’ science achievement. Sci2 is grounded in the growing body of empirical research on science instruction, embedding principles of explicit instruction within a guided inquiry-based design framework. Eighteen second-grade classrooms were randomly assigned to treatment or control conditions. A cluster randomized controlled trial was employed, with 294 students nested within classrooms and classrooms nested within condition. The Sci2 program was implemented for a total of 10 lessons (5 hr) in treatment classrooms, whereas control classrooms provided business-as-usual science instruction. Overall treatment effects were observed on three of four science outcome measures. The reported effects were moderate to large, with effect sizes (Hedges’ g) ranging from 0.48 to 0.94. Moderation analyses indicated that science knowledge ...
This study examines middle school students’ learning and motivation as they engaged in a multimed... more This study examines middle school students’ learning and motivation as they engaged in a multimedia enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a multimedia environment on sixth graders’ science learning, their levels of motivation, and the relationship between students’ motivation and their science learning. The analysis of the results showed that: Students significantly increased their science knowledge from pretest to posttest after using the PBL program, they were motivated and enjoyed the experience, and a significant positive relationship was found between students’ motivation scores and their postscience knowledge scores. Findings were discussed within the research framework.
This paper describes the development of a technology-enhanced learning environment, Alien Rescue,... more This paper describes the development of a technology-enhanced learning environment, Alien Rescue, which has been modified specifically to support approaches for conducting designbased research (DBR). DBR is an approach to research that emphasizes the generation of theory by evaluating reiterative enhancements to an instructional innovation within authentic settings. The design of Alien Rescue intends to overcome many of the challenges of implementing DBR while providing a technical infrastructure that supports frequent iteration and research methodologies commonly associated with DBR. A summary of the current Alien Rescue development model is presented along with a discussion of potential future DBR studies that will leverage the technical architecture. Design-based research (DBR) is an approach to research that emphasizes the generation of theory by evaluating reiterative enhancements to an instructional innovation within authentic settings. Based on our experience in creating a st...
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, t... more This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for massive societal effects across all sectors, globally. Thus, new forms of education are needed to prepare members of society for making complex decisions about policy, ...
Abstract: This study examines middle school students' learning and motivation as they engage... more Abstract: This study examines middle school students' learning and motivation as they engaged in a multimedia enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a multimedia environment on sixth graders' science learning, their levels of motivation, and the relationship between students' motivation and their science learning. The analysis of the results showed that: Students significantly increased their ...
World Conference on Educational Multimedia, Hypermedia & Telecommunications, 2004, 2004
Operation SPLASH is an educational video game, which focuses on inspiring and developing student ... more Operation SPLASH is an educational video game, which focuses on inspiring and developing student interest in high school physics and chemistry. Our design concept is to spark interest in a subject before providing instruction. While many educational video games on the market rely on behaviorist activities and exercises to teach children, our game focuses on intrinsically motivating the students instead of using extrinsic rewards and punishments. Operation SPLASH uses motivational theory to create situated interest and ...
Abstract: In this paper we explore students' engagement in a new media enhanced problem-base... more Abstract: In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their learning. 180 sixth graders in a southwestern US city participated in this study. We report that the role of being a scientist, the challenge of solving a complex problem, and ...
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, Jun 29, 2010
To help students learn the critical thinking skills and the essential strategies for being engage... more To help students learn the critical thinking skills and the essential strategies for being engaged citizens in a technology-and media-suffused 21st century, digital technologies are often used to create enriched learning environments. Although learning problem-solving skills is typically deemed as important, acquiring skills needed to solve ill-structured problems proves to be especially challenging for young learners. In this presentation, we will discuss a media-rich learning environment that uses problem-based ...
To explore the potential of using game technologies as cognitive tools for teaching and learning,... more To explore the potential of using game technologies as cognitive tools for teaching and learning, in this paper we describe a game-like learning environment for sixth-grade space science that engages students in problem-based learning. We discuss the design of cognitive tools built in the environment, review four research studies that investigated how these tools supported problem solving, as well as outline the design implications. Our research shows cognitive tools play an important role in assisting learners' problem solving and novices rely on using the cognitive tools in support of their knowledge generation. The purpose of this line of research is to examine the use of cognitive tools to facilitate learning and identify best practices for designing effective technology-enriched cognitive tools in learning environments.
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