AT&TF Project Abstracts: Round 5

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William BablerWilliam Babler

School of Dentistry, Oral Facial Development, IUPUI
E-mail Babler

Virtual Histology with the Aid of Virtual Microscopy

Histology is the branch of science, which studies the microscopic structures of tissues. Histology is an important link between gross anatomy (what students can see and touch directly) and the more abstract learning of molecular cell biology. We have recently developed a virtual microscope to serve as the focus of a Web-based virtual histology program. This program is designed to facilitate histology learning among 1st and 2nd year IUSD DDS students. Students learn histology in a self-guided manner incorporating digital images, interactive assessment activities, and background content material all using Web-based technology and the virtual microscope.

Final Report

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Mary Blakefield

Mary Blakefield

Division of Natural Science and Mathematics, Biology, IUE
E-mail Blakefield

Interactive Microbiology Laboratory: Using Technology to Meet Students Needs

Microbiology is required for students in most health science programs, and generally includes lecture and laboratory components. Laboratory courses have been slow to convert to distance delivery because of the recognized importance of this experience. This proposal describes the development of a hybrid model for the distance delivery of a microbiology lab. This model retains in-class experimentation in a compressed form, paired with a set of interactive exercises that will be delivered through Oncourse. This hybrid format will fill the need for both hands-on laboratory experience and self-paced learning currently unmet by the existing delivery format.

Final Report

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Dominic Cooper

Applied Health Sciences, HPER, IUB
E-mail Cooper

Visualizing Behavioral Safety Using Multimedia Technologies to Enhance Student Learning

This project aims to develop instructional multimedia materials that address workplace safety issues while accommodating various learning styles. Fostering student, faculty and industry collaboration, the processes involved will bring a multitude of industrial workplaces into the classroom. The project design and project deliverables will improve the retention and transfer of knowledge within both traditional instruction and distributed behavioral safety courses. Delivered via CD-ROM, multimedia output will be further developed for all the undergraduate and postgraduate courses in IUB’s safety program to extend the projects value.

Final Report

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Jan CowanJan Cowan

School of Engineering, Construction Technology, IUPUI
E-mail Cowan

The Application of Gaming Theory with E-Learning: Piloting a New Delivery Model for Teaching/Learning about Energy Efficiency in Commercial Buildings

This project addresses the dire need for new delivery models in teaching both practitioner's (e.g. architects and engineers) and construction technology students about energy efficiency strategies that can be applied to commercial (office) buildings. IT incorporates learning by means of an energy efficient "game" that is intended to become a module within an E-learning course on energy efficiency and/or commercial construction. The project is a pilot study and will involve quantitative testing of the idea before implementation into a course that can be offered on the Web.

Final Report

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Vijay KhatriRamesh VenkataramanVijay Khatri (Fellow) and Ramesh Venkataraman

Kelley School of Business, Information Systems, IUB
E-mail Khatri

Developing a Learner-centric Collaborative Pedagogical Environment

Technology is playing a key role in opening new horizons in the overall learning process. The recent availability of technologies such as Tablet PCs and Wi-Fi networks provides opportunities for developing new pedagogical environments which were previously infeasible. The objective of this project is to develop a prototype of the next generation learner-centric collaborative pedagogical environment. The developed environment will provide the requisite infrastructure for the development of new modes of active learning that can effectively support “student-centric” features such as hands-on learning, interactive collaboration, learning-by-doing, and the ability to dynamically capture the learner’s experience.

Final Report

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Jerome MahaffeyJerome Mahaffey

Humanities and Fine Arts, Communication Studies, IUE
E-mail Mahaffey

Practical Video Production for Distributed Education

While providing videotapes of lecture material has been a time-proven enhancement of distributed education, the ability to produce such videos has been limited to those with the technical ability or the budget to hire telecommunications professionals. The present proposal seeks to refine a method of video production for the lay-person using new technology and low cost video and editing equipment to produce “professional quality” teaching materials.

Final Report

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Alwiya S. OmarAlwiya S. Omar

College of Arts and Sciences, Linguistics and African Studies, IUB
E-mail Omar

Teaching Culture in Context: Web-based Resources for the African Languages of Bambara, Hausa, Twi, Kiswahili, and Zulu

Integration of cultural and social context into the African Language Program (ALP) at Indiana University enriches the communication experience for students and broadens understanding of the language and the diverse groups of people who speak it. In order to reinforce and extend in-class instruction of language skills and cultural competence, to address multiple learning modalities, to provide learning activities, and to track learning progress, cultural resources must be available throughout the language learning experience in and outside the classroom.

The proposed project aims to develop Web-based culturally authentic multimedia resources that present the target languages of Bambara, Hausa, Twi, Kiswahili, and Zulu in multiple modalities and within the context of social/cultural events, accessible for presentation in class and for review and learning activities outside the classroom. PowerPoint illustration

Final Report

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Parkison & Hoch photoKathy Parkison (Fellow) and Joan Hoch

School of Business, Economics, IUK
E-mail Parkison, E-mail Hoch

Using Technology to Increase SIFE Students’ Multimedia Presentation Skills

SIFE (Students in Free Enterprise) is an international student organization and it offers students the opportunity to develop leadership, teamwork and communication skills. During the spring semester, SIFE students present their various community service projects at competitions. It is clear when we compete that our students’ technology and advanced presentation skills are clearly lagging behind those of other institutions. The grant monies will be used to create the SIFE presentation as well as other smaller presentation modules, created using FlashMX and other advanced presentation software.
Kokomo Team

Final Report

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Susan ShapiroSusan Shapiro

Behavioral and Social Sciences, Psychology, IUE
E-mail Shapiro

Integrating Laboratory Research into Psychology Courses

Teaching the Science of Psychology demands the inclusion of laboratory course offerings. This project would develop the first two laboratory activities for a Behavioral Neuroscience course using portable data collection equipment. The handheld computer and interface allow data collection and basic analysis both in the classroom and in the student's home and work environments. Students would be trained to use the equipment in the classroom and would work in pairs to design their own experiments for out of class data collection. This would involve students in the research process at a deeper level than in current classroom activities.

Final Report

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Scott SmartScott Smart

Kelley School of Business, Finance, IUB
E-mail Smart

Animated Tutorials for Beginning Finance Students

I will develop a series of Flash animated tutorials with interactive features that explain the core concepts of finance to introductory students. These tutorials will be used in both our undergraduate introductory class, F301, and in a new online Jump-Start program for entering MBA students with no prior business degree. These animations will be delivered via the Web and will reach up to 1,600 students per year. Students will be able to review concepts at their own pace, and they will have access to many more examples of the application of these concepts than could be covered in class.

Final Report

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Jennifer Sterling SnodgrassJennifer Sterling Snodgrass

School of Music, IUPUI
E-mail Sterling

The MUSE (Musical Skills Exam) Project: The Design and Integration of a Music Theory Placement Test in the School of Music at IUPUI

The projected goal of this project is to design a music theory placement exam to be used in the School of Music at IUPUI. A team consisting of a programmer, a statistician, and a designer will be brought together in order to create this evaluation tool. Over the course of a year, the exam will be evaluated, tested, and implemented into the School of Music. By using an online placement exam, students will be given an immediate recommendation for the course in which they should enroll. Data will be collected on the students' use of this exam and presented at the projects' conclusion.

Final Report

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Durwin TalonDurwin Talon

School of Informatics, New Media, IUPUI
E-mail Talon

A Computer Simulation Experience to Develop and Assess Systems-based Practice and Practice-based Learning and Improvement Competencies in Primary Care Residents

Medical education is rapidly changing as global trends swing from traditional to competency-based education systems. Computer simulations and video game technology are also changing rapidly and allow for the creation of totally immersive worlds. By combining simulation technology and medical education needs, the IU School of Medicine and the IUPUI School of Informatics propose to create an interactive hospital game scenario where IU medical students at all nine locations will learn skills within a synchronous virtual environment. Students will complete difficult tasks and interact with others within the virtual hospital modules while their skills are assessed for competency and progress.

Final Report

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Bogdan VajiacBogdan Vajiac

Mathematics and Actuarial Science, IUN
E-mail Vajiac

The Implementation of Computer-based Homework Approach Using the WeBWorK Program

This project is concentrating on implementing a computer-based approach to doing homework. It proposes the installation and development of the WeBWork system at IUN. It will involve the software setup, the creation of the IUN specific courses and the training of instructors on how to use it. WeBWork is an Internet-based system for generating and delivering homework problems to students; it checks automatically students’ progress and gives instantaneous feedback on the correctness of the solution. The project targets the implementation of the system, creation of the necessary problems database, and advertising and presenting its possibilities to IUN members and interested high schools in two workshops.

Final Report

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James WolferJames Wolfer

Computer and Information Science, IUSB
E-mail Wolfer

Enhancing the Computing Curriculum with Hands-on, Real-world, Real-time Robot Assembly Programming

Real-world applications, such as embedded systems, are often delayed until late in undergraduate computing, resulting in abstract material being presented in an artificial context. To provide hands-on, real-world experience early, we propose introducing robots to sophomore level assembly language programmers. Observing the physical action of robots executing programs can generate valuable feedback and real-world consequences -- robots hitting walls make students instantly aware of program errors. This proposal seeks to construct a series of laboratory exercises culminating in student-programmed robots traversing a maze, to assess the approach, and to mentor colleagues in leveraging the resulting student skills and technology.

Final Report

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