- Browse by Author
Browsing by Author "Rogers, Christian"
Now showing 1 - 10 of 11
Results Per Page
Sort Options
Item Assessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environment(American Society for Engineering Education, 2016-06) El-Mounayri, Hazim; Rogers, Christian; Fernandez, Eugenia; Satterwhite, Jesse Connor; Department of Engineering Technology, School of Engineering and TechnologyThis paper shows the early research findings of utilizing a virtual reality environment as an educational tool for the operation of a computerized numerical control (CNC) milling machine. Based off of a previous work, the Advanced Virtual Machining Lab (AVML), this project features a virtual environment in which a virtual CNC machine is fully operable, designed to allow STEM students and training professionals to learn the use of the CNC machine without the need to be in a physical lab. Users operate in the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard input devices (i.e. mouse and keyboard), both of which combined make for easy movement and realistic visuals. On-screen tutorials allow users to learn about what they need to do to operate the machine without the need for outside instruction. While designing and perfecting this environment has been the primary focus of this project thus far, the research goal is to test the ease of use and the pedagogical effectiveness of the immersive technology as it relates to education in STEM fields. Initial usability studies for this environment featured students from the graduate level CAD/CAM-Theory and Advanced Applications (ME 54600) course at IUPUI. Results from the study were tabulated with a survey using a four-point Likert scale and several open-ended questions. Findings from the survey indicate that the majority of users found the environment realistic and easy to navigate, in addition to finding the immersive technology to be beneficial. Many also indicated that they felt comfortable navigating the environment without the need for additional assistance from the survey proctors. Full details on the first usability study, including data and discussion, can be found in this paper. The general consensus from the study was that, while some features needed refinement, the immersive environment helped them learn about the operation of a CNC machine. Additional usability studies will need to be undergone to refine said features before beginning the final study, in which students learning from the immersive virtual environment will be tested against students learning from traditional methods. Details on this last study will be discussed in the final paper, which will also discuss the methods used for preparing the environment, full results and detailed discussion on each of the usability studies, and conclusions on the usability and educational effectiveness of the immersive virtual reality technology in STEM education.Item Capturing the Perceived Phantom Limb through Virtual Reality(Hindawi, 2016-09-05) Rogers, Christian; Lau, Jonathan; Huynh, Denver; Albertson, Steven; Beem, James; Qian, Enlin; Department of Computer Information and Graphics, School of Engineering and TechnologyPhantom limb is the sensation amputees may feel when the missing limb is still attached to the body and is still moving as it would if it still existed. Despite there being between 50 and 80% of amputees who report neuropathic pain, also known as phantom limb pain (PLP), there is still little understanding of why PLP occurs. There are no fully effective long-term treatments available. One of the struggles with PLP is the difficulty for amputees to describe the sensations of their phantom limbs. The sensations may be of a limb that is in a position that is impossible for a normal limb to attain. The goal of this project was to treat those with PLP by developing a system to communicate the sensations those with PLP were experiencing accurately and easily through various hand positions using a model arm with a user friendly interface. The system was developed with Maya 3D animation software, the Leap Motion input device, and the Unity game engine. The 3D modeled arm was designed to mimic the phantom sensation being able to go beyond normal joint extensions of regular arms. The purpose in doing so was to obtain a true 3D visualization of the phantom limb.Item Creating The Well-Rounded Student: The Merging of Experiential Learning, Civic Engagement & Media Practice(Office of the Vice Chancellor for Research, 2015-04-17) Rogers, ChristianMedia production courses often focus on the technical and artistic aspects of creating a project. Often, the passion to expose students to a real-world experience in a diverse environment is not considered. This poster will present two studies that involved forty-three students from two sections of a Computer Graphics Technology course. The students were placed in unfamiliar learning environments as a part of their second project in the course. The purpose for doing so was to provide an experiential learning experience, increase the students’ awareness of an unfamiliar, and oftentimes intimidating environment and providing them with a unique learning experience where they could develop their skills in video production and civic engagement. A survey was developed in partnership with the Office of Service & Learning. Results showed an increase in civic and diversity awareness that exposed the students to the world of video production in a new light.Item Developing a Just-in-Time Adaptive Mobile Platform for Family Medicine Education: Experiential Lessons Learned(AACE, 2017-10) Rogers, Christian; Cooper, Shannon; Renshaw, Scott; Schnepp, Jerry; Renguette, Corinne; Seig, Mary Theresa; Computer Information and Graphics Technology, School of Engineering and TechnologyEASEL is a platform designed to provide just-in-time adaptive support to students during experiential learning interviews conducted as part of required work in an online course in a family medicine education program in a Midwestern urban university setting EASEL considers the time and location of the student and provides questions and content before, during, and after the interviews take place EASEL will provide a new way to facilitate and support online family medicine students as they meet with patients and healthcare professionals This paper presents a look at the considerations, issues, and lessons learned during the development process of this interdisciplinary collaborative effort between the platform designers and family medicine faculty while working toward completion of the studyItem Developing an Adaptive Mobile Platform in Family Medicine Field Experiences: User Perceptions(Springer, 2019) Rogers, Christian; Renguette, Corinne; Cooper, Shannon; Renshaw, Scott; Seig, Mary Theresa; Schnepp, Jerry; Computer Information and Graphics Technology, School of Engineering and TechnologyEASEL (education through application-supported experiential learning) is a platform designed to provide just-in-time content and reflection opportunities to students during field experiences, such as interviews or field labs, conducted as part of the workload in a course. This study was conducted in area of family medicine education at Indiana University-Purdue University Indianapolis. EASEL allows instructors and students flexibility to engage with course content based on the time of day and the location of each student conducting field work by providing access to questions and content before, during, and after a targeted field experience. In this study, three cohorts of family medicine students (N = 20) interviewed either a health care professional or a patient. Students used EASEL to facilitate and support their experience in the field. This study examined the student perceptions of EASEL. The data indicated instructive information on the usability of the EASEL platform and aided developers in considering future technologies to use as a part of the platform.Item EASEL (Education through ApplicationSupported Experiential Learning)(Office of the Vice Chancellor for Research, 2016-04-08) Hall, Natalie K.; Rogers, Christian; Schnepp, Jerry; Whinery, Tiffany; Maillet, Matt; Smith, Vicky; Gokul, SriduttThe EASEL application is a learning tool which puts an emphasis on the student’s interaction with her/his learning environment and her/his reflection of that interaction. EASEL draws up on basic theories of constructivism and metacognition. Many learning tools provide an opportunity for students to reflect on her/his work a student may be asked to write a journal entry or take a postassignment survey based on an experiential learning event. However, this type of data is often collected long after the event resulting in the loss of important insights and opportunities for analysis. Utilizing the latest advances in mobile technology, EASEL will allow the student to reflection on her/his interactions in real time. The instructor will be able to assign default questions or design her/his own questions. Additionally, the instructor will be able to control when the reflection questions are administered: before, during, and/or after an event. A field study, for example, may require preexperience reflection and setup, experience data collection, and postexperience reflection. Depending on the instructor’s preference for the assignment, the reflection activity can be captured in text, audio, or video format. An instructor will be able to evaluate the reflective measures over time to understand the performance of the student as well as gauge the effectiveness of the assigned experiential learning techniques.Item Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities(Informing Science Institute, 2017-01-09) Schnepp, Jerry; Rogers, Christian; Engineering Technology, School of Engineering and TechnologyAim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which students learn by doing and by reflecting on the experience. This approach to teaching is often used in disciplines such as humanities, business, and medicine. Reflection before, during, and after an experience allows the student to analyze what...Item Innovative mixed reality advanced manufacturing environment with haptic feedback(2018-07-13) Satterwhite, Jesse C.; Ben-Miled, Zina; El-Mounayri, Hazim; Rogers, Christian; Wasfy, TamerIn immersive eLearning environments, it has been demonstrated that incorporating haptic feedback improves the software's pedagogical effectiveness. Due to this and recent advancements in virtual reality (VR) and mixed reality (MR) environments, more immersive, authentic, and viable pedagogical tools have been created. However, the advanced manufacturing industry has not fully embraced mixed reality training tools. There is currently a need for effective haptic feedback techniques in advanced manufacturing environments. The MR-AVML, a proposed CNC milling machine training tool, is designed to include two forms of haptic feedback, thereby providing users with a natural and intuitive experience. This experience is achieved by tasking users with running a virtual machine seen through the Microsoft HoloLens and interacting with a physical representation of the machine controller. After conducting a pedagogical study on the environment, it was found that the MR-AVML was 6.06% more effective than a version of the environment with no haptic feedback, and only 1.35% less effective than hands-on training led by an instructor. This shows that the inclusion of haptic feedback in an advanced manufacturing training environment can improve pedagogical effectiveness.Item A Practical Approach to Learner Experience Design(2022) Schnepp, Jerry; Rogers, Christian; Computer Information and Graphics Technology, School of Engineering and TechnologyEducators face the challenge of continually adapting and evolving their pedagogy to meet the needs of diverse learners. Learner experience design (LX) is a human-centered approach to curriculum and assessment development that is easily learned, adaptable, and repeatable. It focuses on empathy for students and creative problem-solving. In this work, we present an overview of LX and identify its usefulness to faculty in higher education. We proceed to describe a practical set of steps that teachers can follow to gain empathy for their students, identify important insights, and ideate creative solutions that can be implemented quickly, evaluated, and iteratively refined.Item Students perceptions of an alternative testing method: hints as an option for exam questions(ASEE, 2014) Rogers, Christian; Schnepp, Jerry Clyde; Computer and Information Science, School of Science