Atsusi Hirumi

Atsusi Hirumi
  • PhD in Instructional Systems, FSU
  • Professor (Associate) at University of Central Florida

About

70
Publications
45,579
Reads
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2,380
Citations
Introduction
My research focuses on advancing the design of online and hybrid learning environments by integrating elements of story, game and play with experiential learning principles to evoke human emotions and imagination through InterPLAY.
Current institution
University of Central Florida
Current position
  • Professor (Associate)
Additional affiliations
August 2003 - present
University of Central Florida
Position
  • Professor (Associate)

Publications

Publications (70)
Article
Full-text available
In traditional classroom settings, good educators interpret verbal and non-verbal cues, clarify expectations, provide immediate feedback, facilitate activities, promote discussions, elaborate concepts, render guidance, and provide timely and appropriate feedback as they present content in an clear and engaging manner. In contrast, key interactions...
Article
Full-text available
Introduction Resource overload describes the feeling medical students experience in choosing formal (faculty-prescribed) and informal study resources (not faculty-prescribed). This study aims to characterize students’ use and perceptions of formal and informal study resources to inform their use in medical education. Methods This is a mixed-metho...
Chapter
Systematic reviews and meta-analyses of randomized controlled studies conclude that virtual patient simulations (VPs) are consistently associated with higher learning outcomes compared to other educational methods, such as lectures, handouts, textbooks, and standardized patients. However, we cannot assume that students will learn by simply giving...
Article
This meta-analysis integrates outcomes of experimental and quasi-experimental studies to analyze the effects of background music (BM) on learning. Research articles, dissertations, and conference proceedings published in or before 2021 were examined. Seventy-one effect sizes from 47 studies were integrated using a random-effects model and subgroup...
Article
Background: Commercial-off-the-shelf learning platforms developed for medical education (herein referred to as MedED-COTS) have emerged as a resource used by a majority of medical students to prepare for licensing examinations. As MedED-COTS proliferate and include more functions and features, there is a need for an up-to-date review to inform med...
Article
Along with the continued exponential growth of information and treatment options, healthcare practitioners must now deal with increasing documentation requirements, varying data systems, altering health plans, rising patient expectations, loss of autonomy, and demands to decrease costs while increasing revenue. Add to the complexity, the need to tr...
Chapter
At the conclusion of this chapter, you will be able to better administer online courses and distance learning (DL) programs by: –Viewing DL as a system to analyze key components and align vital DL functions; –Distinguishing five levels of organizational effort to analyze gaps and achieve desired results; –Analyzing evolving needs of faculty to faci...
Article
OBJECTIVE To develop an anatomy clinical correlations module utilizing modern instructional design techniques and theoretically structured student feedback for course improvements. DESIGN A pre-experimental, single group post-test study. Eleven module sessions were structured using the 5-E instructional strategy (engage, explore, explain, elaborat...
Article
There is a lack of empirical studies incorporating background music (BM) and sounds (SFX) to instructional videos to facilitate students’ learning. A design-based research study was conducted to enhance student engagement and motivation including four iterative formative evaluations. In the first iteration, graduate students’ reactions were examine...
Article
This review builds on prior reviews by synthesizing thirty studies that examined the effects of background music (BM) on learning from 2008 to 2018. Each study was coded based on key methodological features, BM’s characteristics, and reported BM effects on learning (i.e., negative, neutral or positive). Frequencies and percentages were used to desc...
Conference Paper
Full-text available
Scaffolding higher education students' self-regulated learning and metacognitive strategies during online learning continues to be a critical issue for researchers in multiple disciplines. Although studies indicate that externally supporting students' self-regulation is helpful few empirical studies have investigated what levels of support are most...
Article
Full-text available
In this critical literature review, we seek to understand why multidimensional, psychological measures of human emotion that have been popular in the study of emotion and learning to date, may not yield the statistical power or construct validity necessary to consistently explain or predict human learning. We compare competing theories and conclude...
Article
Full-text available
The ability of novice instructional designers to become skilled problem-solvers, who select and apply appropriate instructional design (ID) models in their work environments, are key competencies generally sought after in introductory ID courses. Yet, the proliferation of ID models, coupled with varied philosophies and practices about how ID is tau...
Chapter
Systematic reviews and meta-analyses of randomized controlled studies conclude that virtual patient simulations (VPs) are consistently associated with higher learning outcomes compared to other educational methods, such as lectures, handouts, textbooks, and standardized patients (e.g., Consorti et al., Comput Educ 59(3):1001–1008, 2012; Cook and Tr...
Chapter
Advances in technology offer opportunities for many varieties of online learning but much online learning design is based on past practices and technologies (Hirumi, 2013). This practice could prove to be particularly detrimental for competency-based education (CBE) given its unique profile as a form of online learning that is self-driven and async...
Chapter
Advances in technology offer opportunities for many varieties of online learning but much online learning design is based on past practices and technologies (Hirumi, 2013). This practice could prove to be particularly detrimental for competency-based education (CBE) given its unique profile as a form of online learning that is self-driven and async...
Article
In Part I of this two-part series, we examined the design and development of NERVE: A virtual patient simulation created to give medical students standardized experiences in interviewing, examining, and diagnosing virtual patients with cranial nerve disorders. We illustrated key design features and discussed how design-based research studies improv...
Article
Systematic reviews and meta-analyses of randomized controlled studies conclude that virtual patient simulations are consistently associated with higher learning outcomes compared to other educational methods. However, we cannot assume that students will learn from simply exposing students to the simulations. The instructional features that are inte...
Article
This study assessed the effects of providing learners with a graphic illustration of coordinate concept relationships to supplement learning from text-based instruction. Seventy-three undergraduate students were given a passage of approximately 1,300 words in length, describing Ausubel’s Categories of Meaningful Learning. Half of the students also...
Book
Based on the three premises, I wrote and solicited chapters from practitioners in the field, and organized the chapters into three books to help you ground the design of your online and hybrid learning environments. Book I – Design Fundamentals covers basic tasks and a systematic process for designing high quality online and hybrid coursework. In C...
Book
As I applied the systematic design process characterized in Book I, I learned that it’s difficult to design different types of learning environments if you haven’t seen or experienced one yourself. Book II – Designs in Action illustrates how you can apply eight different instructional strategies based on cognitive information processing, inquiry, e...
Book
Book III – Tends and Technology looks further at aspects of e-learning that I’ve found both useful and interesting for designing online or hybrid learning environments. Like Books I and II, the chapters in Book III also focus on the instructional component of the e-learning system, looking primarily at e-learning trends and technologies, such as ma...
Conference Paper
Mixed Reality (MR) melts more than boundaries between realities. MR also melts boundaries between disciplines to stimulate innovation. In a project originally sponsored by NASA, the authors of this paper discuss the case study Mission:LEAP, a Mixed Reality Experiential Learning Landscape. In achieving the core objective of building innovation compe...
Conference Paper
Full-text available
Mixed Reality (MR) melts more than boundaries between realities. MR also melts boundaries between disciplines to stimulate innovation. In a project originally sponsored by NASA, the authors of this paper discuss the case study Mission:LEAP, a Mixed Reality Experiential Learning Landscape. In achieving the core objective of building innovation compe...
Article
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest–posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom instru...
Article
Full-text available
Storytelling may be a powerful instructional approach for engaging learners and facilitating e-learning. However, relatively little is known about how to apply story within the context of systematic instructional design processes and claims for the effectiveness of storytelling in training and education have been primarily anecdotal and descriptive...
Article
Full-text available
This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on their achievement and motivation as they played the game. A total of 193 students and 10 teachers participated in this study. The teachers were randomly as...
Article
Full-text available
Using an interactive exhibit does not provide the same experience for everyone. How visitors understand an exhibit, what associations it evokes, and even how it is physically utilized may differ widely. This article describes an exhibit that was designed to let visitors tailor their explorations to their own interests and motivation. The exhibit, c...
Article
Full-text available
This paper identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of educational...
Chapter
Full-text available
TO PREPARE THE NEXT GENERATION for life in a rapidly changing and highly competitive global economy, we must advance the innovative thinking and creative problem-solving abilities of our students across disciplines and grade levels. Igniting students' imaginations, creativity, and passions are keys to success that are not often used or embraced in...
Article
Full-text available
This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper’s [Cooper, H. (1985, Mar 31–April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature an...
Article
Performance Technologists view discrepancies in human performance as products of the system (the set of interrelated components that work together to achieve a common purpose). Before designing, developing, implementing, or evaluating an intervention, Performance Technologists first identify and analyze all relevant aspects of the system. Consequen...
Article
The contents of this brief are based on dissertation research completed by Mansureh Kebritchi, Spring 2008, in partial fulfillment of requirements for the degree of Doctor of Philosophy in Education with an Instructional Technology Specialization from the College of Education at the University of Central Florida (UCF). Context  Educational compute...
Chapter
Compared to conventional classroom settings, e-learning relies heavily on a student’s reading ability. However, many students, particularly those at-risk or those who may have already dropped out of conventional schools, tend to have low reading ability that affects their ability to learn online. The problem is that relatively little has been done...
Chapter
In Part II, we explored adult learning principles, learner differences, and engaging learners to promote self-directed learning. Now, in Part III, we will examine systematic instructional design, including the student- or learner-centered approaches that promote lifelong learning. Although many trainers and instructors serve as both the content spe...
Chapter
You have just finished grading the first exam and the results are in. What does the grade really mean? Did the participants of the course or program learn? How do you know? How will you assess learning at a distance? A fundamental step in systematic instructional design and delivery is deciding how to assess learning outcomes. A well-written instru...
Article
Full-text available
Educational institutions across the country are adopting guidelines to help assure the quality of e-learning programs and courses. Corporations are also adopting guidelines, but their focus is on the interoperability and reusability of learning objects. While there are commonalities, there are also significant differences between how education and...
Chapter
You have just finished grading the first exam and the results are in. What does the grade really mean? Did the participants of the course or program learn? How do you know? How will you assess learning at a distance? A fundamental step in systematic instructional design and delivery is deciding how to assess learning outcomes. A well-written instru...
Chapter
In Part II, we explored adult learning principles, learner differences, and engaging learners to promote self-directed learning. Now, in Part III, we will examine systematic instructional design, including the student- or learner-centered approaches that promote lifelong learning. Although many trainers and instructors serve as both the content spe...
Article
Full-text available
This study identifies and posits guidelines for assessing the skills and knowledge of online distance ducators. Findings derived from Cooper?s (1998) synthesis research method reveal sixteen skills that may be grouped into six areas that are thought to be essential for educators to teach successfully online. The study also shows that factors, like...
Article
With the advances of computer and network technologies, student enrollment in distance education has increased rapidly since the 1990s. In 2003, it is estimated that about 40,000 to 50,000 K-12 students are enrolled in online courses nationwide (Golden, Wicks, & Williams, 2004). With the ever-increasing number of K-12 students who attend online pro...
Article
Full-text available
A frequent concern raised by distance educators is that e-learning takes more time to facilitate than traditional classroom instruction. The simple fact that it takes more time to read and write than to speak and listen warrants consideration. To establish viable e-learning programs, we need to optimize the amount of time educators spend online. Th...
Article
Full-text available
A frequent concern raised by distance educators is that e-learning takes more time to facilitate than traditional classroom instruction. The simple fact that it takes more time to read and write than to speak and listen warrants consideration. To establish viable e-learning programs, we need to optimize the amount of time educators spend online. Th...
Article
Full-text available
Proposes a three-level framework for classifying elearning (electronic learning) interactions in distance education. Illustrates how the framework may be used to design and sequence electronic learning interactions, analyze planned interactions to reduce the need for costly revisions, and organize research to help interpret findings and guide futur...
Article
Full-text available
This article presents a model for designing student-centered, technology-rich learning environments (SCenTRLE). The model helps educators operationalize constructivist and student- centered approaches to teaching and learning by delimiting eight instructional events for facilitating knowledge construction and the development of life-long learners....
Article
The present study examines the effectiveness of using a Web interface for delivering multi-cultural education at a distance. More specifically, this study examines the pedagogical effectiveness of one unit of Web-based instruction on Examining Prejudice. Two research questions guided the investigators: (1) Are there significant gains between the pr...
Article
Full-text available
The number of educational programs available through the Internet is growing at an exponential rate. However, like past models of distance education (DE), many appear to be direct descendants of traditional correspondence programs. Internet-based DE programs often rely heavily on self-instructional text, failing to promote interactivity among stude...
Article
This article presents a model for increasing student achievement by training and empowering educators to use telecomputing technologies. Distance teaching and learning are fundamentally different from traditional instruction in that communication between the instructor and students is mediated by technology, as a result of physical separation. Thus...
Article
This study examined what educators should know and be able to do with computer technology. Content analyses of state standards, textbooks, and journal articles identified 60 computer-related proficiencies relevant to K-12 educators that were grouped into 10 categories. Results indicate little consensus among information sources on essential compute...
Article
Technologists working in informal educational settings must adapt instructional design models to special needs. This article describes the analysis, design, development, implementation and evaluation of an interactive videodisc exhibit at a natural history museum. Advantages of using an existing videodisc are discussed and design requirements for m...
Article
To meet the challenges of preparing teachers for the information-based society, the University of Houston-Clear Lake (Texas) in collaboration with the Houston schools, IBM, and NASA, developed the Teacher Education Advancing Academic Achievement Model (TEA3M). This paper addresses the integration of technology and innovative instructional practices...
Article
Describes how general systems theory was used to develop a system for infusing computer technology into teacher education at the University of Houston-Clear Lake (TX). Topics include strategic alignment; curriculum development; distance learning programs using the Internet; assessment of preservice and inservice teacher performance; and an evaluati...
Article
Full-text available
Total Quality Management Plus (TQM) goes beyond customer satisfaction to consider quality of life, environmental conditions, crime rates, and health and well-being. Steps to integrate such concerns into the TQM process include being ready for challenges, creating a quality system to collect performance data, defining the ideal school and world visi...
Article
This study assessed the effects of providing learners with a graphic illustration of coordinate concept relationships to supplement learning from text-based instruction. Seventy-three undergraduate students were given a passage of approximately 1,200 words in length, describing Ausubel's Categories of Meaningful Learning. Half of the students also...
Chapter
Full-text available
“Serious games” are emerging as an important outgrowth of the video gaming industry. Entertaining games, such as Flight Simulator and SimCity, are already in use in schools and universities across the country, and the number of serious games designed specifically for training and education is also on the rise. Advances in video game production, how...

Questions

Question (1)
Question
I recently received a joint appoint with our College of Medicine to help faculty redesign/ course innovate their work. I'm currently working three faculty members redesign a series of clinical (respiratory) case exercises and reviewing research and literature on developing and teaching clinical reasoning skills.
Apparently, physicians develop two integrated systems for assessing, diagnosing, and treating patients: One that relies on analytical thinking and algorithms, and the other based on analogical thinking and pattern recognizing. In addition, it appears that physicians form illness scripts based on their prior experiences the the application of these two systems.
I see you've done work with surgeons and completed related CTA. I'm wondering if you've diagram clinical reasoning skills and have any advise for completing and/or examples of CTA for assessing, diagnosing, and treating clinical cases (other than surgery)?

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