
Albert D. RitzhauptUniversity of Florida | UF · School of Teaching and Learning
Albert D. Ritzhaupt
Doctor of Philosophy
About
136
Publications
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Introduction
Dr. Albert D. Ritzhaupt is a Professor of Educational Technology and Computer Science Education in the School of Teaching and Learning at the University of Florida.
Publications
Publications (136)
The purpose of this exploratory research study was to examine the roles instructional designers (IDs) in higher education play in the integration of generative Artificial Intelligence (GenAI) into their organizations, and how they use GenAI technologies in their own professional practices. Data were collected from 15 participants in the southeaster...
Bichronous online learning is the intentional blending of asynchronous and synchronous online learning experiences. Twelve award-winning online instructors participated in interviews to discuss best practices they use, and benefits and challenges in bichronous online courses. When sharing best practices for bichronous online courses, online instruc...
The purpose of this research study was to examine the overall effect of adaptive learning systems deployed using artificial intelligence technology across a range of relevant variables (e.g., duration, student level, etc.). Following a systematic procedure, this meta-analysis examined literature from 18 academic databases and identified N = 45 inde...
The purpose of this study was to explore the competencies of those professionals working in the nascent area of Learning Experience Design (LXD). Following systematic procedures and inspiration from our conceptual framework of LXD that emphasizes knowledge, skill, and ability statements (KSA), we collected and coded N = 388 unique LXD job announcem...
Purpose
The purpose of this study is to explore the role skepticism plays among adolescents’ online information literacy skills.
Design/methodology/approach
The authors provide the conceptual grounding to operationalize and measure the notion of skepticism in an online information literacy context. Inspired by an existing measure known as the Skep...
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Teachers’ beliefs such as pedagogical beliefs, self-efficacy, and technology value beliefs are influential to technology integration practice. This study aims to investigate teachers’ beliefs and the impact on their 3D printin...
The purpose of this research study is to design, develop, and validate an instrument for measuring undergraduate students’ conceptions of artificial intelligence in education. Following systematic procedures, our team created a conceptual framework through an extant literature review and used it to create an initial item pool of 48-items across eig...
The IDEAS (Inclusion, Design, Engagement, Evaluation, Assessment, and Support) Framework for online teaching and learning highlights best practices for before, during, and after the delivery of an online course to help instructors deliver high-quality courses and improve learner experience and outcomes. Credit: Darko 1981 / Shutterstock.com © 2023...
Computational thinking is believed to be beneficial for Science, Technology, Engineering, and Mathematics (STEM) learning as it is closely related to many other skills required by STEM disciplines. There has been an increasing interest in integrating computational thinking into STEM and many studies have been conducted to examine the effects of thi...
Online teaching and learning are rapidly increasing across all the educational segments and, specifically, in higher education. Doo et al. (2020) noted that higher education is experiencing three interconnected trends according to Brown et al. (2020) including: (a) increased student diversity, (b) alternative pathways to education, and (c) the sust...
The purpose of this research was to explore the factors associated with online learning anxiety by carefully designing, developing, and providing preliminary validity and reliability evidence of a scale to measure undergraduate students’ online learning anxiety. We created a conceptual framework to organize the literature surrounding online learnin...
Bichronous Online Learning is the blending of asynchronous and synchronous online learning. In this qualitative study, 12 award-winning online instructors were interviewed for their online teaching practices focused on blending, design, facilitation, and assessment of asynchronous and synchronous online modalities. Data was collected through virtua...
This study tested the influence of instructional elements within an online Open Educational Resource (OER) focused on information literacy (IL) on outcome measures of IL achievement, learner satisfaction and IL self-efficacy among undergraduate students. An online OER was designed to address the domains of access, evaluation and communication of IL...
The purpose of this design and development case study is to provide an in-depth account of the needs analysis (through surveys and interviews), design, development and formative evaluation of the Citizen Science Cancer Curriculum (CSCC). The curriculum was developed as an online, self-paced educational program distributed as an Open Educational Res...
The purpose of this research was to develop a short measure of technology anxiety and provide validity and reliability evidence for its use in a variety of studies in the social sciences. Technology anxiety is an emotion oriented towards a negative affect leading to the avoidance of information and communication technology (Wilson, 2018). We develo...
Online instructors play a critical role in online student success, and need various forms of institutional support to succeed in online teaching. This article describes the creation, validation, and results of the Online Instructor Support Survey (OISS) consisting of six sections (a) Technology and technical support (b) Pedagogical (Course Developm...
Distance learning has evolved over many generations into its newest form of what we commonly label as online learning. In this second-order meta-analysis, we analyze 19 first-order meta-analyses to examine the impact of distance learning and the special case of online learning on students’ cognitive, affective and behavioral outcomes. We examine to...
Synchronous online learning (SOL) provides an opportunity for instructors to connect in real-time with their students though separated by geographical distance. This meta-analysis examines the overall effect of SOL on cognitive and affective educational outcomes, while using asynchronous online learning or face-to-face learning as control groups. T...
With the explosion of multimedia learning environments and the use of digital time-compression algorithms in common software and hardware, we need guidance on how to use this technology without sacrificing quality and learning outcomes. The purpose of the meta-analysis is to examine the existing empirical research literature to derive an overall in...
The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing gam...
The purpose of this chapter is to define and describe the roles and competencies of instructional designers working in the context of higher education. Inspired by existing research, this chapter summarizes these roles and competencies of instructional designers in higher education. We first review the context and settings in which these profession...
The purpose of this research was to provide validity evidence for the Information Literacy Self-Efficacy Scale (ILSES), a widely used instrument that was constructed in 2006. The researchers were interested in investigating the validity of this instrument due to the evolution of the information environment that has taken place since the scale’s ori...
The use of 3D printing in science, technology, engineering and mathematics (STEM) learning is a promising way for integrated STEM education. This study examined the influence of 3D printing infused STEM integration on students' interest in STEM careers, which is essential for students to participate in STEM disciplines and future STEM careers. The...
The purpose of this study was to examine the application of the multimedia and modality principles on cued-recall, recognition, and mental effort of college students with and without dyslexia. The study used a Multimedia (Image Present vs. Image Absent) × Modality (Narration vs. Onscreen Text) × Dyslexia (Dyslexia vs. Non-Dyslexia) 3-way factorial...
The purpose of this study is to examine core professional competencies for instructional designers through a job announcement analysis involving both qualitative and quantitative produces used on a qualitative data source. Using a conceptual framework as a guide, we extracted and examined a total of N = 1,030 unique job announcements obtained from...
The purpose of this study was to investigate student motivation and achievement in music appreciation by comparing web-based and game-based online music learning environments. Undergraduate students (N = 132) from a public research university in the southeastern United States participated in the study. Based on the pretest-posttest control-group de...
The purpose of this design and development case is to document the design, development, and evaluation of a statistics course tailored for educational technology doctoral students in an online program. The course is intended to prepare online doctoral students to both consume and produce quantitative research in the field of educational technology...
This study used the Technology Use and Perceptions Survey to explore whether there are differences reported by teachers ( N = 1,287) from elementary, middle, and high schools from a single school district. A two-step data analysis process using multivariate analysis of variance and item-by-item analysis of variance was employed. We used our analyse...
The Digital Divide has been a topic under investigation since the mid-1990s both within and outside the USA. The Digital Divide historically has referred to a social inequity between those individuals who have access to information and communication technology (ICT) and those that do not. In recent years, the notion of the Digital Divide has expand...
This study investigated the effects of multimedia and modality design principles using a learning intervention about Australia with a sample of college students and employing measures of learning outcomes, visual attention, satisfaction, and mental effort. Seventy-five college students were systematically assigned to one of four conditions: a) text...
As an emerging technology in K-12 education, 3D printing has gained much attention from educators and researchers. However, meaningful 3D printing integration in K-12 curricula is still scarce, and little is known about how teachers' beliefs and the integration in science classrooms may influence student motivation. This study examined the influenc...
Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on gam...
Students entering the field of instructional design must possess a wide array of competencies to be successful in their future roles (Ritzhaupt & Martin, 2014). Competencies are the knowledge, skills, and abilities professionals need in their roles, while standards speak to a pre-defined level of quality or attainment of those competencies. Compete...
Background and context
Researchers have been looking into the complexity of computer science (CS) education and tried to apply rigorous and relevant educational research methods to understand and facilitate the learning experience of students.
Objective
The purpose of this study was to explore college students’ conceptions of learning CS to shed l...
The purpose of this study was to examine the effects of teacher education courses for technology integration (TECTI) on pre-service teacher knowledge. Knowledge is both the practical and conceptual knowledge that goes into technology integrated teaching and learning in PK12 classrooms. Subgroup analyses were executed to examine literature-based cou...
The purpose of this study was to explore award-winning instructors' insights on elements of their course design that were award-winning and the differences between expert and novice online instructors. Interviews were conducted with eight award-winning online faculty members from across the United States who had received online teaching awards from...
The purpose of this design and development case is to share our experiences in the transformation of a face-to-face workshop into a Massive Open Online Course (MOOC) for a prominent MOOC platform. The goal of the workshop and MOOC is to teach learners how to conduct appropriate power and sample size analysis for multilevel and longitudinal studies...
The purpose of this research was to examine college students’ conceptions of learning computer science and approaches to learning computer science and to examine the relationships among these two important constructs and possible moderating factors. Student data ( N = 193) were collected using the conceptions of learning computer science and the ap...
Numerous studies have been undertaken to design, develop, and provide validity evidence for using instruments to measure students’ attitudes toward STEM (Science, Technology, Engineering, and Mathematics). This study presents validity evidence of scores produced from the S-STEM measurement tool and used to evaluate changes in attitudes during an ed...
The purpose of this study was to identify the course design, assessment and evaluation, and facilitation practices from the perspectives of award-winning online faculty. Aligned with this purpose, we developed a conceptual framework focused on online course design, assessment and evaluation, and facilitation; and review relevant literature in light...
Background and Context: The use of block-based programming environments is purported to be a good way to gently introduce novice computer programmers to computer programming. A small, but growing body of research examines the differences between block-based and text-based programming environments.
Objective: Thus, the purpose of this study was to e...
Educational technology programs from across the United States are offering graduate courses in games, simulations, and virtual environments (GSVE) to their students. However, these courses, until now, have not been systematically studied. This research uses a hermeneutical phenomenological approach to answer the research question: “How do instructo...
The flipped classroom instructional strategy is thought to be a good way to structure learning experiences to improve student learning outcomes. Many studies have been conducted to examine the effects of flipped classroom on student learning outcomes compared to the traditional classroom, but the results were inconclusive. The purpose of this study...
The work was done while Nor Hafizah Adnan was a student at the University of Florida, and published after I graduated from the university. © 2018, Association for Educational Communications & Technology.
This study examined the use of Twitter for online discussions in one asynchronous online, journalism class. A content analysis of the transcripts of the tweets from 25 undergraduate students was performed, coding for social presence using the social presence density measurement tool, one of the three aspects of the community of inquiry framework. P...
Aim/Purpose: The purpose of this study was to examine the impact of the flipped classroom model on learner achievement and satisfaction for undergraduate learners Background: The context for this research on the flipped classroom was an introductory technology literacy course at a public, research university. Methodology: This study employed a quas...
The purpose of this research was to identify the competencies of educational technologists by surveying the professionals within the field. The Educational Technology Competency Survey (ETCS) developed in this research was based on a conceptual framework that emphases the definition of educational technology and associated knowledge, skill, and abi...
While community stakeholder engagement is becoming increasingly common in health care, operationalized training materials to support this learner population (community members) are scarce. Instructional design principles were used to create an Open Educational Resource (OER) to support the involvement of community stakeholders in health care resear...
There has been a lack of research on how people with individual differences learn with multimedia materials, in particular with regard to individuals with dyslexia. Dyslexia is a learning disability characterized by subpar ability in reading, spelling, writing, word recognition, and phonological decoding. This population could potentially benefit f...
One of the strongest instructional interventions documented in educational literature is the use of feedback to influence learning outcomes. However, there is lack of empirical research specifically pertaining to the use of multimedia in the feedback message. The purpose of this research was to test whether organizational pictures and modality as a...
The failure of many instructional design initiatives is often attributed to poor instructional design. Current instructional design models do not provide much insight into design processes for creating e-learning instructional solutions. Given the similarities between the fields of instructional design and software engineering, instructional design...
What do instructional designers in higher education really do? With the rise in online courses and programs in higher education, this question is especially important. We interviewed eight instructional designers from across the United States using a semi-structured interview protocol. The results were analyzed using the constant comparative qualit...
Several experiments on the effects of pair programming versus solo programming in the context of education have been reported in the research literature. We present a meta-analysis of these studies that accounted for 18 manuscripts with 28 independent effect sizes in the domains of programming assignments, exams, passing rates, and affective measur...
The purpose of this longitudinal research is to document the Information and Communication Technology (ICT) integration patterns in the state of Florida in relation to the Socio-Economic Status (SES) and school type (Elementary, Middle, and High Schools). This research is characterized by the Levels of Digital Divide in Schools model presented by H...
The purpose of this article is to explore validity evidence and appropriate uses of the revised
Technology Uses and Perceptions Survey (TUPS) designed to measure in-service teacher
perspectives about technology integration in K–12 schools and classrooms. The revised TUPS
measures 10 domains, including Access and Support; Preparation of Technology U...
This study sought to develop a valid and reliable instrument to identify the characteristics of computer-based, interactive, and asynchronous virtual patient simulations that nurse educators identify as important for adoption, and the subsequent curricular integration strategies they employed. Once these factors were identified, this study also sou...
The purpose of this research was to design and test a model of classroom technology integration in the context of K-12 schools. The proposed multilevel path analysis model includes teacher, contextual, and school related variables on a teacher’s use of technology and confidence and comfort using technology as mediators of classroom technology integ...
Educational technology programs from across the United States are offering graduate courses in games, simulations, and virtual environments (GSVE) to their students. However, these courses, until now, have not been systematically studied. This research uses a hermeneutical phenomenological approach to answer the research question: "How do instructo...
The TPACK (technological pedagogical content knowledge) framework (Mishra & Koehler, 2006) has gained tremendous momentum from within the educational technology community. Specifically, much discourse has focused on how to measure this multidimensional construct to further define the contours of the framework and potentially make some meaningful pr...
In this paper, we sought to address the following research question: What knowledge and skills are needed by instructional designers in higher education to be successful in their roles? We interviewed eight instructional designers from across the United States, all working for institutions of higher education. Using the constant comparative method,...
The purpose of this study was to create a valid and reliable instrument to measure teacher perceived barriers to the adoption of games and simulations in education. Previous research, interviews with educators, a focus group, a think-aloud protocol, and an expert review were used to design a survey instrument. After finalization, the survey was mad...
Extensive research has added to what is known about the nature of feedback and how to best incorporate it into instruction. Yet, many questions related to learner feedback remain unanswered. One problem of practical importance is the utility of incorporating semantically related pictures into the feedback. Decades of research on feedback have large...
Digital video is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand, such as iTunes University or YouTube. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time watching video-enhanced instr...
In this study, we examined how teachers involved in a yearlong technology integration initiative planned to enact technological, pedagogical, and content practices in science lessons. These science teachers, engaged in an initiative to integrate educational technology in inquiry-based science lessons, provided a total of 525 lesson plans for this s...
It is now common practice for instructional designers to incorporate digitally recorded lectures for Podcasts (e.g., iTunes University), voice-over presentations (e.g., PowerPoint), animated screen captures with narration (e.g., Camtasia), and other various learning objects with digital audio in the instructional method. As a result, learners are s...
The purpose of this research was to identify the competencies of an educational technologist via a job announcement analysis. Four hundred job announcements were collected from a variety of online job databases over a 5-month period. Following a systematic process of collection, documentation, and analysis, we derived over 150 knowledge, skill, and...
The purpose of this research study was to identify the multimedia competencies of an educational technologist by creating a valid and reliable survey instrument to administer to educational technology professionals. The educational technology multimedia competency survey developed through this research is based on a conceptual framework that emphas...
A cohort-based online professional doctorate program that consisted of both online coursework and research activities was designed using the community of inquiry (CoI) framework (Garrison, Anderson, & Archer 2000). The evaluation of the program proved a challenge because all existing CoI assessment methods in the past have dealt with online courses...
This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical studie...
Action research is recognized as a powerful tool for professional development and teacher preparation (Cochran-Smith & Lytle, 2009; Zeichner, 2003) and teachers require powerful professional development to effectively integrate technology (Hew & Brush, 2007). ARTI (Action Research for Technology Integration) is an online tool designed to support th...
This paper examines gender differences related to Information and Communication Technology (ICT) literacy using two valid and internally consistent measures with eighth grade students (N = 1,513) from Florida public schools. The results of t test statistical analyses, which examined only gender differences in demonstrated and perceived ICT skills,...
Purpose
This paper aims to describe a construct validation study of the Change Facilitator Style Questionnaire (CFSQ), an instrument designed to measure the leadership style of school principals as change facilitators.
Design/methodology/approach
Participants included 614 K‐12 teachers across the state of Florida involved in the Enhancing Educatio...
This research examines student information and communication technology (ICT) literacy and its relationships to a student’s socio-economic status (SES), gender, and ethnicity of middle school students. We recruited 5,990 students from 13 school districts across the state of Florida. Student participants completed the Student Tool for Technology Lit...
The information systems capstone experience for undergraduate majors is a topic frequently discussed in academic circles within the field. Though very little consensus exists on this topic, there are core themes that emerge in the design, development, and delivery of the undergraduate capstone courses. Our analysis of prior literature reveals four...