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The plethora of research on ESL, L1, L2 and ethnography has left under-reported autoethnographies borrowing mathematics as a tool for thinking. In response to the multiplicity, this dissertation explores personal and academic experiences to expose my own development of an L2 learner, in...
Authoring Themselves as Mathematical Learners: Students' Experiences of Learning to Learn High School MathematicsDownload
High school mathematics students often complete homework and study for unit tests without support to consider how these actions could contribute to their mathematical learning. However, students can, through the process of learning to learn mathematics, to bring into view how they learn...
Choosing Negative Feedback Improves Learning for Students of All Ages: A Game-based Assessment of Seeking Negative Feedback and RevisingDownload
This research examines the effect of age on students’ choices to seek negative feedback and to revise, as well as on students’ learning based on these choices. We designed Posterlet, an assessment game that measures the choices to seek negative feedback and to revise. In this study, 764 students...
Choosing versus receiving feedback: The impact of feedback valence on learning in an assessment game
Studies examining feedback in educational settings have largely focused on feedback that is received, rather than chosen, by students. This study investigates whether adult participants learn more from choosing rather than receiving feedback from virtual characters in a digital poster design...
SSHRC Awarded IDG 2016: The goal of this project is to develop foundational knowledge on the applicability of the learning perspective to account for interference phenomena when children perform language activities. We expect to learn more about the appropriateness of interpreting interference...
SSHRC Awarded IG 2016: Incoming university students have experience with and are engaged by avatar-based virtual worlds [VEs]. Are educators ready for them? An empirically supported, psychological theory of learning in 3D Virtual Environments, with principles for educational practice, would...
SSHRC Awarded IG awarded 2016: Worldwide, approx. 683 million young people between the ages of 10 and 25 are registered in virtual worlds. Virtual environments have the potential to provide instruction encompassing the attributes that educational research has determined increase student...
The thesis consists of two papers exploring the area of digital game construction in pre-service teacher education. The first paper details the analysis of 166 pre-service teachers’ experiences constructing a digital game in the Scratch development environment (MIT, 2009). Pre-service teachers...