David B. Vallett
University of Nevada, Las Vegas
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Publication
Featured researches published by David B. Vallett.
Computers in Education | 2014
Richard Lamb; Leonard A. Annetta; David B. Vallett; Troy D. Sadler
There has been an increase in student achievement testing focusing on content and not underlying student cognition. This is of concern as student cognition provided for a more generalizable analysis of learning. Through a cognitive diagnostic approach, the authors model the propagation of cognitive attributes related to science learning using Serious Educational Games. One-way to increase the focus on the cognitive aspects of learning that are additional to content learning is through the use cognitive attribute task-based assessments (Cognitive Diagnostics) using an Artificial Neural Network. Results of this study provide a means to examine underlying cognition which, influences successful task completion within science themed SEGs. Results of this study also suggest it is possible to define, measure, and produce a hierarchical model of latent cognitive attributes using a Q-matrix relating virtual SEGs tasks, which are similar to real-life tasks aiding in the modeling of transference. We model the propagation of cognitive attributes used during Educational Games.We examine the underlying attributes thought to influence successful completion.Neural-Network analysis suggests the presence of hierarchical cognitive attributes.Evaluation of the factors found in matrix Q indicates process similar to real-life.
Computers in Human Behavior | 2015
Michael P. McCreery; David B. Vallett; Cynthia Clark
Socio-Spatial Interactivity impacted Social Presence in the virtual environment.Social Presence impacted Socio-Spatial Interactivity in the virtual environment.Findings suggest that a positive feedback loop exists between variables. A behavioral observation methodology was employed in this study to examine how social behavior unfolds within a virtual environment and to identify what might perpetuate this behavior. Partial interval recording sampling was used to code social interactions (Socio-Spatial Interactivity and Social Presence) that occurred between experienced World of Warcraft players during their game play. Given the bidirectional nature of social interactions, Socio-Spatial Interactivity and Social Presence variables (Affective Association, Community Cohesion, Interaction Intensity, and Knowledge & Experience) were employed as both dependent and independent variables in two separate sets of regression analyses. Findings suggest that a positive feedback loop exists between Socio-Spatial Interactivity and Social Presence. Based on these findings, the researchers discuss implications for designers and end-users of virtual environments.
Journal of Science Education and Technology | 2014
Richard Lamb; David B. Vallett; Leonard A. Annetta
Computers in Education | 2014
Richard Lamb; David B. Vallett; Tariq T. Akmal; Kathryn A. Baldwin
Computers in Human Behavior | 2013
David B. Vallett; Richard Lamb; Leonard A. Annetta
Information Sciences | 2014
Leonard A. Annetta; Richard Lamb; James Minogue; Elizabeth Folta; Shawn Y. Holmes; David B. Vallett; Rebecca Cheng
Journal of Educational Research | 2018
Richard Lamb; Leonard Annetta; David B. Vallett; Jonah B. Firestone; Maureen Schmitter-Edgecombe; Heather Walker; Nicole Deviller; Douglas Hoston
Electronic journal of research in educational psychology | 2017
Richard Lamb; Leonard A. Annetta; David B. Vallett
Psychology of popular media culture | 2014
David B. Vallett; Leonard A. Annetta
Contemporary Issues in Technology and Teacher Education | 2014
David B. Vallett; Leonard A. Annetta; Richard Lamb; Brandy Bowling
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State University of New York College of Environmental Science and Forestry
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