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Concussion Awareness Education: A Design and Development Research Study.

机译:脑震荡意识教育:一项设计与开发研究。

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摘要

This research study looks at the design and development of an online concussion awareness education module. The Keep Your Head in the Game: Concussion Awareness Training for High School Athletes, or Brainbook, is a stand-alone e-learning module designed to run for fifty minutes and to be highly interactive using short video clips with associated comments as well as polling features to allow students to experience the content as they are learning. It was designed to provide the instruction through a framework that resembles social networking to increase relevance and engagement to the high school student-athlete population it was created for. The content is delivered through the presentation of an online conversation or a "feed" where characters with varying attitudes towards concussion, with contributions from a doctor and professional athlete, discuss concussions from their experiences and beliefs. The instructional goals of the module are to increase the athletes understanding and personal application of the causes and effects of concussions, and to motivate a change in attitude and behavior related to the perception, recognition, and care of head injuries. The design and development of this online educational module followed the tenets of design and development research as determined by Richey and Klein (2007), where the tasks of completing the design and development of the product were combined with studying the process. The study focused on what could be learned during the phases of design and development, identifying challenges that were encountered designing education that resembles social networking, testing the effectiveness of the module in relation to meeting the instructional objectives, and creating guidelines and best practices that contribute to the field of instructional design.;This design and development project was found to be a success by the design team, the client, and outside entities. Findings of the study include a breakdown of the most impactful decisions made by the design team in the design and development process, the results of the team member and client interviews to provide additional insight into the process, and results from the student athlete post-module design and attitude surveys informing if attitude change indeed occurred as a result of this educational intervention. Brainbook also received much coverage in the media and has progressed on to version 2.0, additional measures of success of the project.
机译:这项研究旨在研究在线脑震荡意识教育模块的设计和开发。在游戏中保持头脑:高中运动员的脑震荡意识培训或Brainbook是一个独立的电子学习模块,旨在运行五十分钟,并使用带有相关评论和投票的简短视频片段进行高度交互功能,使学生可以在学习时体验内容。它旨在通过类似于社交网络的框架来提供指导,以增加与其创建的高中学生运动员的相关性和参与度。内容是通过在线对话或“提要”的呈现方式提供的,其中对脑震荡态度各异的角色,在医生和专业运动员的帮助下,根据他们的经验和信仰讨论脑震荡。该模块的教学目标是增进运动员对脑震荡原因和后果的理解和个人应用,并激发与感知,识别和护理头部受伤有关的态度和行为的变化。该在线教育模块的设计和开发遵循Richey和Klein(2007)确定的设计和开发研究宗旨,其中将完成产品设计和开发的任务与研究过程相结合。该研究的重点是在设计和开发阶段可以学到的东西,确定设计社交网络的教育所遇到的挑战,测试与实现教学目标相关的模块的有效性,并创建有助于做出贡献的准则和最佳实践设计教学领域。设计团队,客户和外部实体发现该设计和开发项目是成功的。研究结果包括设计团队在设计和开发过程中做出的最有影响力的决策的细目分类,团队成员和客户访谈的结果以提供对该过程的更多见解,以及学生运动员后模块的结果设计和态度调查,告知这种教育干预是否确实发生了态度变化。 Brainbook也获得了媒体的广泛报道,并已升级到2.0版,这是该项目成功的其他衡量标准。

著录项

  • 作者

    Pilbeam, Renee M.;

  • 作者单位

    Arizona State University.;

  • 授予单位 Arizona State University.;
  • 学科 Educational technology.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 120 p.
  • 总页数 120
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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