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Featured researches published by Elizabeth Folta.


International Journal of Science Education | 2011

Drugs and the Brain: Learning the Impact of Methamphetamine Abuse on the Brain through a Virtual Brain Exhibit in the Museum

Meng-Tzu Cheng; Leonard A. Annetta; Elizabeth Folta; Shawn Holmes

Drugs and the Brain: A Serious Game, a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to evaluate this prototype exhibit that promises to educate participants from various age, ethnicity, and gender backgrounds, and to establish a stronger concept of drug abuse prevention among children. A quantitative methodology using the pre‐ and post‐experimental designs was conducted on 175 museum visitors. A series of two‐sample paired t‐tests and subsequent ANOVAs were performed to examine the difference between pre‐ and post‐tests and to determine if there was a difference in the results in age, gender, ethnicity, and race. Results showed that both the understanding and attitudes of the participants toward the impact of methamphetamine abuse on the brain improved significantly (p < 0.01).


Archive | 2010

Use of Virtual Learning Environments in Distance Education

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Distance education has changed as it has become more popular with the advancement of new informational technologies and the need for continuous lifelong professional development. Virtual learning environments (VLEs) are the current trend in distance education. VLEs are software programs or systems designed to assist teaching and learning in an educational setting (e.g., Learning Management Systems, Personal Learning Environments, Massively Multiplayer Educational Games (MMEG), and Virtual Worlds). Learning Management Systems are used in many distance education and blended learning courses, but Massively Multiplayer Educational Games and virtual worlds are seen as the future of distance education. Research has shown that recreational Massively Multiplayer Online Role-Playing Games (MMORPG), like World of Warcraft, teaches players important life skills, for example, teambuilding, communication, and leadership skills. Players also can learn about economics, social skills, math, and science. One of the interesting components that comes from MMORPGs is the learning culture that is created around these games. Players create new ways to build and share knowledge both online and in real life that educators would like to use to create the classrooms and workplaces of the future. MMEG and virtual worlds take learning to a whole new level by allowing students to experience things that may not be possible in real life. Educators are currently using these 3D VLEs as classrooms, laboratories, places to test entrepreneurial skills, and experiment with skills such as architecture. The possibilities are limited only by the imagination of the educator.


Archive | 2010

The Role of Synchronous Interactions Within Higher Education Distance Education Courses

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Distance education courses today are not limited to asynchronous interactions. Current technologies are available that make synchronous interactions viable options within distance education courses. We argue that synchronous interactions should be included as a central component of the distance education experience. Not only has synchronous learning been shown to be more effective, but the inclusion of synchronous interactions in distance education may also potentially provide more similar learning experiences to those found in traditional instruction. Today’s students have shown an interest in this format as displayed by the popularity of online social networks and online communities. Individuals within these communities can share and view information in multitude of ways: text, images, and videos. Software systems such as Elluminate™ and Adobe Connect™ are designed to enhance these interactions by offering a variety of optional tools for communication such as shared whiteboards and screen sharing. Online 3D environments offer these same advantages but also include a spatial component which may allow individuals to become more deeply immersed within the technology and potentially a more true-to-life experience.


International Journal of Gaming and Computer-mediated Simulations | 2010

Measuring Student Perceptions: Designing an Evidenced Centered Activity Model for a Serious Educational Game Development Software

Shawn Holmes; Meng-Tzu Cheng; Elizabeth Folta; Leonard A. Annetta

As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the supporting documentation and training lacked in several areas. This information led to the creation of a commercial game development software set for release in 2010.


Archive | 2010

Assessing and Evaluating Virtual World Effectiveness

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Of all the chapters in this book, this chapter may be the most read. Designing and developing quality instruction is not an easy task, especially when adding new technologies. Assessing and evaluating online courses is arguably a more daunting task. This chapter will focus on assessment and evaluation in virtual worlds, games, and simulations on which we have been working so far


Archive | 2010

Distance Learning in the 21st Century

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

We begin our journey in this book with a look at 21st Century Skills: what they are and how they impact learning. We set the stage for the rest of the book by discussing issues in distance education today and how we might rethink how we are delivering courses over the Web. Finally we attempt to justify the crucial nature of what is being taught from a distance and how we are preparing students for the workforce.


Archive | 2010

Situated Learning and Engagement in Distance Education

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Student motivation is correlated with engagement. Increased engagement results in increased time on task which is expected to result in learning gains. Brewster and Fager (Increasing student engagement and motivation: From time on task to homework [online]. Northwest Regional Educational Laboratory. Retrieved from http://www.nwrel.org/request/oct00/textonly.html, 2000, p. 7) presented a list of suggestions on how educators can design more engaging in-class activities expected to increase time on task including the following: Ensure course materials relate to students’ lives and highlight ways learning can be applied in real-life situations, Allow students to have some degree of control over learning, Assign challenging but achievable tasks for all students, including at-risk, remedial, and learning disabled students, Arouse students’ curiosity about the topic being studied, and Design projects that allow students to share new knowledge with others. Educational research has explored the potential role virtual environments can play in creating engaging learning experiences. Additionally, these virtual environments allow for situational learning which model real-world experiences. This experiential learning experience is the basis of epistemic games.


Archive | 2010

The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Serious Games, a term coined by Ben Sawyer, has been defined as games used for training, education, and learning. In this chapter we discuss the power of these types of games, who is using them, and why higher education should be thinking more about how to integrate them into the curriculum. It will further set the stage for why and how we have used 3-dimensional virtual learning environments for distance courses at North Carolina State University.


Archive | 2010

Serious Games, Simulations, and Case-Based Reasoning

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Advances in technology, the relative availability/affordability of technology, the growth of distance education, and the increased emphasis in the computer as a primary communicative tool (e-mail, chat rooms, etc.) within society all make “now” the right time to merge gaming and education into effective educational multi-user virtual environments. These engaging, synchronous online environments have the potential to support constructivist, problem-based learning. The overall design game designis educationally significant in that it models learning. During games, players obtain rewards based on achievements, experience evaluation and repetition, build upon previous knowledge, and control their investment in the game. Therefore, not unlike players in video games, students in higher education science courses are asked to demonstrate/apply specified knowledge and ultimately achieve a particular goal based on performance. These ideas align with the instructional design goals within distance education courses. When utilized to support distance education courses, gaming formats can be designed to incorporate specific, or all, knowledge levels and offer opportunities to enhance higher level learning processes, such as strategic knowledge.


Archive | 2010

Tri-Hybrid Learning

Leonard A. Annetta; Elizabeth Folta; Marta Klesath

Tri-hybrid learning is a combination of classroom learning (or face-to-face meetings), Web use (i.e., Web site, CMS), and 3D VLE (e.g., Second Life©, There©, Activity Worlds©). This method of learning takes the popular method of blended learning to the next level. Virtual worlds act as equalizer in a number of ways that simply cannot occur in a classroom. People are no longer judged for their race, gender, sexual orientation, dress, physical disabilities, etc. Virtual worlds like Second Life©, There©, and Active Worlds© have their own advantages and disadvantages that should be considered before deciding on a type of VLE to use. By utilizing the tri-hybrid model, the instructor is afforded the flexibility to present specific instructional materials and activities within the format which best supports them. The VLE is similar to a constructivist approach and problem-based learning, which potentially increase critical thinking skills within the classroom. Tri-hybrid learning lends itself to the development of increased interaction and student engagement by offering a multi-pronged approach for student-to-student and student-to-instructor interaction. Institutional support is needed to successfully use this method, including technical support and training for staff and students and a potential source for funding. However, there are alternatives to institutional support such as mergers with other institutions or user groups.

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Marta Klesath

North Carolina State University

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Shawn Holmes

North Carolina State University

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Meng-Tzu Cheng

National Changhua University of Education

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James Minogue

North Carolina State University

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Len Annetta

North Carolina State University

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Richard Lamb

George Mason University

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