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Joseph Defazio
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Dr. Defazio's long-term goal is to decrease the risk for driving accidents associated with severe hypoglycemia among adolescents/young adults with Type 1 Diabetes Mellitus. Type 1 diabetes is a common chronic disease affecting millions of US children and adolescents. Although maintaining blood sugar levels near normal will decrease the risk for long-term complications of blindness and kidney failure, tight control carries the risk of severe hypoglycemia (low levels of blood sugar) which may result in impaired judgment, loss of consciousness and seizures. If this occurs while driving, it may result in severe injury and death. Intensive group-based blood glucose awareness training (BGAT) has been shown to decrease the risk for hypoglycemia when driving for adults but the existing program not been designed or tested with adolescents. Dr. Defazio's interdisciplinary project will develop and test a unique computer-based delivery system to provide the initial education about driving and hypoglycemia to adolescents and their parents using combined audio/visual formats provided on a laptop computer.
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Item Enhancing Creativity in Teaching and Learning in Online, Face-to-Face and Hybrid Courses(2014-10-10) Hook, Sara Anne; Tennant, Felisa; Jones, Josette; Defazio, JosephThis engaging session will feature four faculty members from one school who have incorporated a number of pedagogical and technological approaches into their courses to encourage creativity in their students while continuing to nurture their own creativity as a way to stay motivated, innovative and engaged as teachers. It will include an interactive online activities for participants with an opportunity for self-reflection and illustrate some options for encouraging and assessing creativity in higher education. The session will review current research on creativity and distill the findings into practical applications for generating a learner-centered environment in any kind of classroom setting.Item Health Educational Games and Their Effectiveness Among Children(Office of the Vice Chancellor for Research, 2014-04-11) Hill, Jacqueline; Defazio, JosephAfter the release of the health educational games, Bronkie the Bronchiasaurus and Packy and Marlon in 1995, the production of health educational games for children started to increase. Over the past couple of decades, health educational video games on the topics of Asthma, Cancer, Diabetes and Risk Prevention, have been proven to be an effective form of learning for children. The purpose of this study is to analyze the effectiveness of these health education games among children. For this study, search engines such as Google, Bing, and Google Scholar were used to find health educational games on the topics of Asthma, Cancer, Diabetes, and Risk Prevention. In order to produce the best results, several searches were conducted using a series of keyword identifiers. Keyword searches were completed to discover content in the areas of frequency of use, effectiveness, and evidence-based outcomes from these games. To date, twenty-three health educational games were found. Out of twenty-three games, twenty-one were successful in their reported effectiveness. Our research also shows that some hospitals around the United States have started to incorporate these games into their patients’ regimen because of the degree of success reported.Item Interactive Course Builder: A Novel Approach to CMS Development(Office of the Vice Chancellor for Research, 2013-04-05) Defazio, JosephInteractive Course Builder is a creative research-based, design and development project. The goal is to develop a content management system (CMS) that allows the storage and manipulation of course content (e.g., syllabi, assignments, grading criteria, weekly class schedules, etc.) for e-Learning using 'smart technology such as the iPad. This application will enhance and streamline online course development. This application will be pilot-tested using the School of Informatics Media Arts and Science Gateway course titled: N100 - Foundations of New Media.Item The Effects of a Computer-Based Driving Game on Hypoglycemia Education Among Adolescents with Type-1 Diabetes(2011-02) Stupiansky, Nathan; Faiola, Anthony; Defazio, JosephItem Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases(2009) Kharrazi, Hadi; Faiola, Anthony; Defazio, JosephThis article introduces the design principles of serious games for chronic patients based on behavioral models. First, key features of the targeted chronic condition (Diabetes) are explained. Then, the role of psychological behavioral models in the management of chronic conditions is covered. After a short review of the existing health focused games, two recent health games that are developed based on behavioral models are overviewed in more detail. Furthermore, design principles and usability issues regarding the creation of these health games are discussed. Finally, the authors conclude that designing healthcare games based on behavioral models can increase the usability of the game in order to improve the effectiveness of the game’s desired healthcare outcomes.Item The Impact of Participation and Attendance on Undergraduate Student Performance in Face-to-Face and Online Courses(2015-11-21) Zhu, Liugen; Defazio, Joseph; Huang, Edgar; Hook, Sara AnneThis presentation reports the results of a comprehensive study of policies on attendance and participation in face-to-face and online courses, with policies that range from strict to flexible, and correlate these policies with final course grades. The intent was to demonstrate the impact that these policies have on student motivation and student success. Participants will self-identify which category their attendance/participation policies falls into and reflect on how revising these policies can influence their own courses.Item The Science and Art of Health Behavior: Theory of Prevention.(Office of the Vice Chancellor for Research, 2012-04-13) Defazio, Joseph; Rand, Kevin L.; Hardin, Jay; Savage, JoanAccording to Glanz, Rimer and Viswanath (2008), “The science and art of health behavior and health education are eclectic and rapidly evolving; they reflect an amalgamation of approaches, methods, and strategies from social and health sciences, drawing on theoretical perspectives, research, practice tools of such diverse disciplines as psychology, sociology, anthropology, communications, nursing, economics, and marketing” (p. 1). The view of health education as an instrument of social change has received renewed interest in the past few years. Most recently, experts have recommended that interventions on social and behavioral factors related to health should link multiple levels of influence, including the individual, interpersonal, institutional, community, and policy levels (Smedley and Syme, 2000). The author’s current work on a health education simulation titled; Suicide Intervention Prevention focuses on a health behavior theory of prevention. Prevention theory is used to guide the framework for this simulation. Examples of causal relationships (immersion and interaction) between the characters in the simulation and the participant (player) become more meaningful and provide a unique platform to promote health education on the topic of mental health. Prevention theory enhances our work as researchers and practitioners in many ways. Theory helps us build the science of prevention by directing our hypotheses and research questions and informs the selection of appropriate populations to study. “Ultimately, theories of prevention determine intervention approaches including individual treatments, models of health care delivery, public health practice, and health policy” (Shumaker, Ockene, & Riekert, 2009, p. 4).Item Suicide Intervention Prevention and Immersive Health Games(Office of the Vice Chancellor for Research, 2012-04-13) Defazio, JosephMost recently, experts have recommended that interventions on social and behavioral factors related to health should link multiple levels of influence, including the individual, interpersonal, institutional, community, and policy levels (Smedley and Syme, 2000). Suicide Intervention Prevention focuses on health behavior theory of prevention through simulation. In this project, examples of causal relationships (immersion and interaction) between the characters in the simulation and the participant (player) become more meaningful and provide a unique platform to promote health education on the topic of mental health. Prevention theory enhances our work as researchers and practitioners in many ways.Item PERVASIVE TECHNOLOGY TO REDUCE ROAD RAGE: A STUDY ON THE EFFECTS OF METABOLIC CHANGES IN INDIVIDUALS WHILE DRIVING(Office of the Vice Chancellor for Research, 2012-04-13) King, Amy; Mitchell, Wade J.; Defazio, Joseph; Shelton, ToddSince 1990, there have been 250,000 fatalities from car accidents in the United States (Warp, 2006). According to the United States Department of Transportation (nhtsa.dot.com), two-thirds of those fatalities are from acci-dents caused by road rage. That means 166,666 people died due to driver’s inability to control their anger on the road. Road rage is a serious issue that should be addressed. Often times, people don’t even realize they are becom-ing dangerously agitated until it is too late. The purpose of this study is to measure a drivers’ reaction to diverse stimuli in a simulated environment in order to examine how raising the awareness of the symptoms described might allow the driver to modify his/her behavior before engaging in disas-trous consequences. The stimuli used in testing for this study would include an array of graphics, videos and sounds. This study uses an Arduino board that connects to three bio-metric sensors which will track the users pulse, temperature and skin-conductivity. Whenever the human body is under mental stress, the parasympathetic activities of his/her heart decreases and the sympathetic activity increases (Rani, 2002). In other words, their pulse increases dramatically. Other signs of agitation include, but are not limited to: conductivity of skin increases and the tensing of muscles which causes the temperature of their extremities (fingers, hands and feet) to drop signifi-cantly. Upon IRB approval, this research will be conducted with fifty partici-pants. The data extracted from testing will be analyzed and finding’s report-ed.Item CHARACTERISTICS OF MUSUEM EXHIBIT LEARNING OBJECTS IN 21st CENTURY?(Office of the Vice Chancellor for Research, 2012-04-13) Waterhouse, Sonya; Defazio, JosephIn contrast to traditional museum brick and mortar exhibits, visitors now experience online museums where two and three dimensional digital artifacts convey the ideas and knowledge of the curator. Prior studies examined how visitors gained new knowledge and experience through learning theories of passive and incremental knowledge versus active learning constructs incorporated by museums. The objective of this literature review is to examine how twenty-first century museum exhibits evolved from historical/aesthetic representations into learning objects using cognitive load and constructivist theories. Results indicate that some museums appear unwilling or unable to evolve or adapt constructivist theories that prioritize delivery of facts and instead pursue popularity and increased revenues through high-profile exhibitions. Future investigations might focus on reasons preventing change and cutting edge museums that implement multi-user virtual environments.