James M. Laffey

James M. Laffey
University of Missouri | Mizzou · School of Information Science and Learning Technologies

About

131
Publications
19,412
Reads
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2,224
Citations
Citations since 2016
6 Research Items
977 Citations
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2016201720182019202020212022050100150
2016201720182019202020212022050100150
2016201720182019202020212022050100150
Introduction
Skills and Expertise

Publications

Publications (131)
Conference Paper
Mission HydroSci is a game-based 3D virtual environment for enacting transformational role-playing for middle school science students. Student-players will be engaged in a narrative about needing to investigate water resources and use scientific argumentation to complete missions critical to the survival and accomplishments of the members of their...
Article
This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment—iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality instr...
Article
This exploratory study focuses on the design and evaluation of teaching analytics that relate social learning structure with performance measures in a massive open online course (MOOC) prototype environment. Using reflexive analysis of online learning trace data and qualitative performance measures we present an exploratory empirical study that: (a...
Article
The purpose of this design case is to tell the story of our work to design context-aware activity notification for learning management systems. The story of the design experience is not simple, in that it includes research and development, conceptual evolution, implementation and extinction, and multiple phases, including inspiration for future pro...
Article
iSocial is a 3D Virtual Learning Environment (3D VLE) to develop social competency for students who have been identified with High-Functioning Autism Spectrum Disorders. The motivation for developing a 3D VLE is to improve access to special needs curriculum for students who live in rural or small school districts. The paper first describes a number...
Article
Group coordination is a crucial component for successful collaborative learning, but is hard to achieve in an online learning environment. A web-based group coordination tool was developed based on metacognitive scaffolding principles for the study. The tool was implemented in an online course for a group project and its effects were investigated....
Article
Full-text available
One consistent area of need for students with autism spectrum disorders is in the area of social competence. However, the increasing need to provide qualified teachers to deliver evidence-based practices in areas like social competence leave schools, such as those found in rural areas, in need of support. Distance education and in particular, 3D Vi...
Article
Full-text available
This study is to explore how students' social experience of online learning is impacted by their motivation and self-regulation. Path analysis was employed to unfold the intertwined relationships among students' academic motivation, self-regulation, and social constructs of online learning. The results show that students' academic motivation has po...
Article
Full-text available
Design-based research (DBR) and open source software are both acknowledged as potentially productive ways for advancing learning technologies. These approaches have practical benefits for the design and development process and for building and leveraging community to augment and sustain design and development. This report presents a case study of a...
Article
The relationship between group performance and structure in completely online, large scale CSCL learning environments is examined inconsistently. In this study, we examine a set of eight completely online graduate student learning groups in a large scale, asynchronous, fully distributed CSCL environment. We connect group awareness to performance wi...
Article
iSocial is an innovative 3D Collaborative Virtual Learning Environment (3D CVLE) to provide access to educational programming for special needs students who live in small and rural school districts. The demonstration will show an implementation of iSocial to develop social competency for students who have been identified with Autism Spectrum Disord...
Article
iSocial is an innovative 3D Collaborative Virtual Learning Environment (3D CVLE) to provide access to educational programming for students with special needs who live in small and rural school districts. The research reported here is part of a design research process for developing virtual learning systems to improve learning for students with spec...
Article
Full-text available
Online learning in K-12 and higher education has been growing rapidly, and open source software has the potential to improve the quality of e-learning. This paper describes how FOSS enables turning e-learning from a potentially restrictive framing of the education experience to an emergent and social experience. The authors identify several key ele...
Article
Full-text available
Our paper presents a framework for designing guidance in game-based virtual learning. The framework has evolved from lessons learned during our work in developing iSocial. iSocial is a multi-user 3D VLE being developed with support from a Goal 2 IES grant for youth 11 to 14 with Autism Spectrum Disorders to help them build knowledge and skills to i...
Article
This paper presents a case study of developing and implementing methods to capture, code and comprehend reciprocal social interactions in a three-dimensional virtual learning environment (3D VLE). The environment, iSocial, is being developed to help youth with autism spectrum disorders (ASD) develop social competencies. The approach to identifying,...
Article
Full-text available
With increases in access to powerful computing and high-speed networks, 3D virtual learning environments are being envisioned and developed as places for collaborative learning. These new environments for collaborative learning have promise for great authenticity in experience, great presence with others, and the monitoring/sensing of broad ranges...
Article
Full-text available
This paper describes a preliminary study which attempted to apply learning analytics methods to usage data generated by students with autism spectrum disorders using iSocial, a collaborative, three-dimensional virtual learning environment. Drawing from similar methods in the area of learning and content management systems, the work presented in thi...
Chapter
Full-text available
Teams whose interactions are mediated entirely via internet-based communication, virtual teams, are becoming commonplace in businesses. Although trust has been identified as key for virtual teams to work effectively, researchers have not developed scalable methods that consistently promote trust. This study examines the formation of trust perceptio...
Article
We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it...
Chapter
The purpose of the iSocial project is to support the development and practice of social competence for individuals with Autism Spectrum Disorders (ASD) through a social-skills curriculum and online social interaction delivered via a 3D virtual learning environment (3D-VLE). This chapter describes the background and rationale for developing iSocial,...
Conference Paper
Full-text available
The iSocial project is an instance of a collaborative three-dimensional virtual learning environment which attempts to integrate social and experiential educational processes to engage individuals with Autism Spectrum Disorders in the acquisition of social competencies. The technological infrastructure was built using Open Wonderland (http://openwo...
Article
Purpose This paper has two purposes. First, to provide insight into the formation of completely online small groups, paying special attention to how their work practices develop, and how they form identity. Second, to pursue conceptual development of a more multi‐level view of completely online group experience, which can be made visible through an...
Article
The Life-long Learning Initiative seeks to fulfil a variety of learning needs for Shanghai citizens. Given the popularity of mobile devices in Shanghai, the ability to provide learning in informal settings through mobile devices is a key objective and challenge of the Initiative. In order to learn how to develop usable learning content for lifelong...
Article
Full-text available
A key problem in developing a virtual community for co-constructing learning resources is the need to have people volunteer to share their expertise. In this paper, we introduce the first phase of our research in which we examine strategies for encouraging participants to share in the system. We began by designing an intervention model based on cre...
Conference Paper
Full-text available
This paper is a report on the longitudinal design, development and systematic evaluation of personal pods. The personal pods are software tools to support grouping behavior in a collaborative three-dimensional virtual learning environment for individuals with autism spectrum disorders. Design-based research methods were used for the iterative desig...
Conference Paper
Full-text available
The iSocial project is developing 3D Virtual Learning Environments for youth with Autism Spectrum Disorders. The project translates a curriculum demonstrated to be effective in face-to-face clinical and school based environments into a 3D virtual learning environment to be delivered via the Internet. The purpose of the translation is to broaden acc...
Conference Paper
Full-text available
While the potential of three-dimensional virtual learning environments (3D VLEs) has been recognized for individuals with Autism Spectrum Disorders, little research exists on the use of collaborative, multi-user three-dimensional virtual learning environments for teaching social competence to these individuals. This paper reports the results of stu...
Article
Full-text available
Design based research (DBR) has been acknowledged as a productive approach for advancing educational technology. Coincidentally, open source software has been found to be a good fit for implementing design based research. This report presents a case study of a software project using a design-based research approach and free/open source software. Th...
Conference Paper
Full-text available
Technology mediated groups interact in surprising ways to produce coherent behavior that contributes to collective and individual ends. Traces of these activities are captured in system log data. In this report we use Erickson's application of human social intelligence to social computing as a frame for contrasting 3 studies of rich trace data capt...
Conference Paper
Full-text available
This study aims to build new knowledge about social interaction during online learning using perspectives of activity theory and social ability. Based upon a joint framework of activity theory and social ability, a set of serial interviews and final interviews were conducted with participants in online learning and the interview transcripts were an...
Conference Paper
Full-text available
This case report of the Context-aware Activity Notification System (CANS) http://cansaware.com/ describes an ongoing design research project to both explore and impact the social nature of online learning. Appreciation and new software features have been developed over five periods of design and research towards salience and meaningfulness of socia...
Conference Paper
The relationship between learning satisfaction and social ability factors were explored using multivariate analysis of variance among 83 students in completely online learning courses. Results indicate that those with higher learning satisfaction levels are related to higher social ability factors, in particular social presence with peers, social p...
Conference Paper
Two completely online collaborative learning courses measured social ability at the beginning and end of the courses. Course 1 had context-aware activity notification tools implemented; Course 2 did not. Course 2 demonstrated a decrease in social ability across groups and for the course as a whole; this differed from Course 1 which had increases in...
Article
Full-text available
Teams whose interactions are mediated entirely via internet-based communication, virtual teams, are becoming commonplace in businesses. Although trust has been identified as key for virtual teams to work effectively, researchers have not developed scalable methods that consistently promote trust. This study examines the formation of trust perceptio...
Article
Full-text available
Online learning in K-12 and higher education has been growing rapidly, and open source software has the potential to improve the quality of e-learning. This paper describes how FOSS enables turning e-learning from a potentially restrictive framing of the education experience to an emergent and social experience. The authors identify several key ele...
Conference Paper
A 16-student, completely online software design course was studied using social network analysis and grounded theory techniques. Bi-directional (read and post) log data of user activity was recorded to understand how small group networks change over time with activity type (individual, peer-to-peer, and small group). Network structure was revealed...
Chapter
Full-text available
Online systems, especially 3D virtual environments, hold great potential to enrich and expand learning opportunities for those who are challenged by traditional modes of instruction and interaction. In the process of developing a 3D Virtual Learning Environment to support the development and practice of social competence for individuals with Autism...
Conference Paper
Full-text available
iSocial is an internet-based 3D-Virtual Learning Environment (VLE) to support social and behavioral outcomes for youth with Autism Spectrum Disorders (ASD). The purpose of developing this system is to expand access to specialized training for developing social competence. iSocial seeks to adapt and implement in a 3D-VLE a clinic-based curriculum wi...
Article
The purpose of this study was to understand how teachers participate in and benefit from an online community of practice (NETwork) for learning to teach. Dependent-samples t-tests wore employed to examine the significant differences of members' perceptions of their social experience, while content analysis was utilized to identify members' percepti...
Article
How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses' requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a D virtual environment created especially for them to lea...
Article
The purpose of this study was to determine the extent to which students' self-regulated learning predicts peer social presence, instructor social presence, sense of connectedness, and sense of learning in asynchronous online learning environments. Self-regulated learning has been measured with self-regulation for learning tasks (SRLT) and self-moni...
Article
Teams whose interactions might be mediated entirely via Internet-based communication, virtual teams, are emerging as commonplace in business settings. Researchers have identified trust as a key ingredient for virtual teams to work effectively (Aubrey & Kelsey, 2003; Beranek, 2000; David & McDaniel, 2004; Iacono & Weisband, 1997; Jarvenpaa, Knoll, &...
Conference Paper
Full-text available
This paper describes the design work and early testing of an interactive visualization tool (IVT) and the use of this tool in online learning and teaching to provide social comparison information. Data were collected through usability testing, interviews, open-ended online discussion and survey methods to examine usability and usefulness of the IVT...
Conference Paper
Full-text available
We propose Social Ability as a construct that will contribute to the development of social computing models. Completely online group experiences vary according to the composition of tools, tasks and individuals. This conditionality creates challenges for social computing researchers who seek to model social behavior online. We use social ability as...
Conference Paper
Full-text available
This poster provides an introduction to the Context-Aware Activity Notification System (CANS) and a brief discussion of its design research process. We report the results of three phases of design work. The cumulative results suggest progress toward useful activity visualizations to support forms of social and collaborative learning. The notificati...
Conference Paper
Full-text available
This poster provides an introduction and brief illustration of iSocial, a 3D-Virtual Learning Environment to support social competence development for youth with Autism Spectrum Disorders. We report the results of a field test of a partial implementation of iSocial in the Fall of 2008. Of note are some key lessons learned in how to adapt a successf...
Article
A design based research strategy examining the impressions and behavior of members of courses taught entirely online is used for refining a context-aware activity notification system (CANS). The findings show that CANS must address substantial variety in courses and members while also fitting with multitasking between online and real world activiti...
Data
Full-text available
The purpose of the iSocial project is to support the development and practice of social competence for individuals with Autism Spectrum Disorders (ASD) through a social-skills curriculum and online so-cial interaction delivered via a 3D virtual learning environment (3D-VLE). This chapter describes the background and rationale for developing iSocial...
Conference Paper
This poster provides an introduction to the Context-Aware Activity Notification System (CANS) and a brief discussion of its design research process. We report the results of three phases of design work. The cumulative results suggest progress toward useful activity visualizations to support forms of social and collaborative learning. The notificati...
Chapter
Full-text available
Teams whose interactions might be mediated entirely via Internet-based communication, virtual teams, are emerging as commonplace in business settings. Researchers have identified trust as a key ingredient for virtual teams to work effectively (Aubrey & Kelsey, 2003; Beranek, 2000; David & McDaniel, 2004; Iacono & Weisband, 1997; Jarvenpaa, Knoll, &...
Chapter
Context-aware activity notification systems have potential to improve and support the social experience of online learning. The authors of this chapter have developed a context-aware activity notification system (CANS) that monitors online learning activities and represents relevant contextual information by providing notification and making the le...
Article
This article introduces a model of dynamic electronic performance support systems. Dynamic support systems are characterized by the ability to change with experience, the ability to be updated and adjusted by the performer, and by the ability to augment other supports found in the performers' community. Dynamic systems are contrasted with the stati...
Article
What elements are required for successful diffusion of a collaborative technology in a classroom-based educational environment? In this paper, we explore criteria for successful adoption of a collaborative technology in a graduate class. Results of several qualitative focus groups and surveys demonstrated that the classic diffusion of innovation di...
Article
Full-text available
Based on a framework emphasizing the social nature of learning, this research examines a model of how social constructs affect satisfaction within online learning using path analysis for students in higher education. The social constructs evaluated in this study include sense of community (SOC), social ability (SA), perceived ease of use (PEU) and...
Article
As Web-based interactive 3D graphics (Web 3D), popularly referred to as Virtual Reality, continue to become more affordable, research and development groups in various fields have been adopting Web 3D technology. In addition to simulation of 3D content, the ability to instantly display alternative looks has been recognized as an innovative way to i...
Conference Paper
This paper investigates how students' experience in an online learning environment varies across small group and one-on-one peer activities. Particular attention is paid to measures of sense of community and social ability. A multiple data analyses, including statistical analysis and social network analysis (SNA), are used to triangulate findings....
Conference Paper
Research in CSCW faces challenges for assessing constructs of technology use and cooperation in context. This study examines a system in a healthcare context, and uses activity as the unit of analysis. An innovative approach to measuring technology use and cooperation is applied that has potential for replication across other systems and contexts....