Matthew Martin Schmidt

Matthew Martin Schmidt
University of Florida | UF · College of Education

Ph. D.

About

110
Publications
23,931
Reads
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742
Citations
Introduction
I design, develop, & implement advanced technology interventions and evaluate their impact, with a particular focus on individuals with disabilities. To this end I apply methods and processes of learning experience design, design-based research, user-centered design, design thinking, and user experience design.
Additional affiliations
August 2019 - present
University of Florida
Position
  • Managing Director
Description
  • Conduct teaching, research, and service in Educational Technology Program. Direct the Advanced Learning Technologies Studio (ALT-S).
August 2015 - May 2019
University of Cincinnati
Position
  • Professor (Associate)
January 2012 - May 2015
University of Hawaiʻi at Mānoa
Position
  • Professor (Assistant)
Description
  • See website & CV

Publications

Publications (110)
Conference Paper
Computer vision (CV) is a subset of artificial intelligence (AI) that focuses on enabling computers to detect and understand objects from visual stimuli and multimedia. With advances in computational power and open-source libraries, more educators and instructional designers are seeking to capitalize on the perceived benefits of CV. This work-in-pr...
Article
Full-text available
People with autism spectrum disorders (ASD) exhibit a range of socio-communicative and behavioral deficits which leads to difficulties holding meaningful relationships and vocational opportunities. Unfortunately, it is oftentimes difficult for this population to transfer learned skills from controlled intervention contexts into the real-world. As a...
Article
Full-text available
Research suggests that virtual reality (VR) technologies can promote learning opportunities for individuals with autism in safe and controllable training scenarios. However, substantial challenges exist concerning the development and deployment of fully immersive VR systems in real-world settings. Video-based virtual reality is an emerging technolo...
Article
Full-text available
Theoretically-informed design is a hallmark of the field of learning and instructional design and technology (LIDT). Designing digital environments for learning on the basis of theory can lead to theoretically pure and potentially effective learning interventions, yet theory alone is insufficient to consider the myriad of issues that emerge while a...
Article
Objective: To understand usage patterns of SMART (Self-Monitoring Activity Regulation and Relaxation Treatment) mHealth app among adolescents with acute mild traumatic brain injuries (mTBIs) and to identify individual characteristics that influenced app usage. Methods. Setting: Emergency departments of tertiary care children's medical center....
Article
Purpose The purpose of this paper is to describe the iterative design, development, and evaluation of a novel mHealth learning environment for parents of children with epilepsy. The mHealth learning environment is a component of a broader behavioral intervention called eACT (Epilepsy Adherence in Children and Technology), which seeks to improve ant...
Article
The aims of this systematic literature review were to uncover, analyze, and present design characteristics of virtual reality (VR) systems that have been designed as training tools for individuals with autism. Specifically, this review sought to (1) assess points of convergence and divergence in how researchers define VR, (2) extrapolate individual...
Article
Full-text available
Increasing interest in user experience design (UXD) in the field of learning design and technology (LDT) signals a growing recognition of the importance of the individual experience of using learning technologies to learning—the learner experience (LX). However, a need exists to better define and conceptualize the phenomenon of learning experience...
Preprint
Full-text available
Increasing interest in user experience design (UXD) in the field of learning design and technology (LDT) signals a growing recognition of the importance of the individual experience of using learning technologies to learning-the learner experience (LX). However, a need exists to better define and conceptualize the phenomenon of learning experience...
Chapter
Full-text available
Interest in the use of virtual reality (VR) technologies for individuals with autism has been increasing for over two decades. Recently, research interest has been growing in the area of immersive virtual reality (IVR) technologies thanks to increased availability and affordability. Affordances and theorized benefits of IVR for individuals with aut...
Presentation
Full-text available
Recording available here: https://youtu.be/j9e0-UcAFXQ The AECT Design and Development Division hosted this webinar, which focused on the role and value of personas in learning experience design. Dr. Schmidt shares his experiences and offers recommendations for instructional designers interested in the development and use of personas.
Article
Full-text available
Research on the use of virtual reality (VR) for individuals with autism lacks design precedent and theoretical guidance. Further, research in this area often fails to include participants in the design of interventions. This paper seeks to address these gaps. A proof-of-concept adaptive skills intervention for adults on the autism spectrum was deve...
Article
Full-text available
Purpose The purpose of this paper is to present evaluation findings from a proof-of-concept virtual reality adaptive skills intervention called Virtuoso, designed for adults with autism spectrum disorders. Design/methodology/approach A user-centric usage test was conducted to investigate the acceptability, feasibility, ease-of-use and relevance of...
Article
Full-text available
Interest in the use of virtual reality technologies for individuals with autism spectrum disorders has been increasing for over two decades. Recently, research interest has been growing in the area of head mounted display-based virtual reality technologies, thanks to increased availability and affordability. Affordances and theorized benefits of he...
Article
Objectives We assessed the impact of COVID-19 on children with epilepsy and their families, focusing on epilepsy management, family routines, learning, and adherence to Centers for Disease Control and Prevention (CDC) pandemic guidelines (e.g., social distancing, mask wearing) within the first six months of the pandemic. Group differences in COVID-...
Article
Objective: To examine changes in emotional and behavioral functioning and health-related quality of life (HRQOL) following a web-based executive functioning (EF) intervention open pilot trial (e.g., Epilepsy Journey) for adolescents with epilepsy. Methods: Adolescents with an established diagnosis of epilepsy, EF deficits, and without developmen...
Chapter
This chapter highlights the need for greater semantic and conceptual clarity around the emerging phenomenon of learner experience (LX) that increasingly is gaining prominence in the field of learning design and technology (LDT). The increasing application of user-centered design (UCD) and user experience design (UXD) methods in learning design cont...
Book
This book examines the topic of learning design from a human, interactive, and collaborative perspective. A variety of pedagogic and instructional modalities are thoroughly investigated as methodologies for creating functional and effective designs for students. The book is appropriate for all levels of teaching and learning, but special attention...
Chapter
Full-text available
Research suggests that virtual reality interventions have potential to promote the acquisition and development of social, communicative, and adaptive behavior skills for individuals with autism spectrum disorder. However, creating such an intervention is a task with innate challenges that requires the use of interdisciplinary processes and perspect...
Article
Full-text available
Despite the prevalence of case-based reasoning in systems design, many of the established design principles are based on theory rather than empirical studies. This study describes the evolution of a case library learning environment and its transition to a game-based learning approach using educational design research (EDR). We discuss our iterativ...
Article
Introduction Adherence is suboptimal in adolescents with epilepsy. Social norms comparison (i.e., feedback about someone else’s behavior related to one’s own behavior) strategies may be beneficial in improving medication adherence. Using a novel model of behavioral intervention development, the aim of the current study was to create a social norms...
Article
Full-text available
Purpose The purpose of this paper is to identify three key areas where autistic people may find themselves impacted through COVID-19, namely, education; employment; and anxiety. Design/methodology/approach This paper provides some views based on the extensive experience of using immersive technologies for the utilisation and application with autis...
Chapter
Full-text available
Various theories and models have been published that guide the design and development of learning technologies. While these approaches can be useful for promoting cognitive or affective learning outcomes, user-centered design methods and processes from the field of human-computer interaction (HCI) can also be of value to those in the learning desig...
Book
Full-text available
Researchers in the field of Learning/Instructional Design and Technology have been engaged in productive scholarly endeavors at the intersection of Learning Design, User Experience, Human-Computer Interaction, and associated disciplines for some time. This edited volume captures the collective voices of authors working in this area. This book focus...
Chapter
Full-text available
Researchers have been engaged in productive scholarly endeavors at the intersection of Learning Design, User Experience (UX), Human-Computer Interaction (HCI), and associated disciplines for some time. Our work as editors has sought to capture and disseminate the collective voices of authors working in this area within a single volume. This book fo...
Chapter
Full-text available
Learner experience in technology-enhanced learning environments is often evaluated or analyzed with traditional usability heuristics, as in Nielsen (1994a, 1994b), in order to understand if a certain tool is usable or user-friendly. However, Nokelainen (2006) has established that pedagogical usability is often neglected, an approach which takes int...
Book
This volume is the result of the annual Summer research symposium sponsored by the Association for Educational Communications and Technology (AECT). The twenty-two chapters in this volume seek to examine how learning and the design of instruction is interdisciplinary and connective in terms of research and practice. The book is generally divided i...
Article
Full-text available
This paper describes the formative design and evaluation of a self-guided online program called “Road to Recovery” to provide education, support, and skills training for parents and caregivers of children with traumatic brain injury (TBI) in the acute phase following injury. TBI is a leading cause of death and disability in childhood and can lead t...
Article
Full-text available
This emerging technology report explores three-dimensional collaborative virtual learning environments (3D CVLEs) as an intervention modality with potential to foster development of knowledge and skills for people with autism spectrum disorder (ASD). Affordances and unique characteristics of 3D CVLEs are detailed and considered from the perspective...
Chapter
Full-text available
This chapter outlines the influences and supports for Virtuoso, an immersive 3D learning intervention for adults severely impacted by autism. In addition, the design of Virtuoso’s prototype intervention focusing on learning to use public transportation is described, along with descriptions of a spherical video-based virtual reality mobile app and a...
Article
Full-text available
Mild traumatic brain injury (mTBI) is a significant cause of morbidity for adolescents. Currently, there is a lack of evidence-based interventions to address common sequelae of mTBI. To address this gap, we designed a program to promote recovery for adolescents following mTBI. Preliminary testing of the Self-Monitoring Activity Regulation and Relax...
Book
This book is the outcome of a research symposium sponsored by the Association for Educational Communications and Technology [AECT]. Consisting of twenty-four chapters, including an introduction and conclusion, it argues that informational content should not be the main element of education, and that to provide more for learners, it is necessary to...
Article
Full-text available
Objective: To examine the preliminary feasibility and acceptability of a Web-based program, Epilepsy Journey, to improve executive function behaviors in adolescents with epilepsy. Methods: We conducted a proof of concept single-arm pilot trial of Epilepsy Journey with 31 adolescents (average age = 15.3 ± 1.3 years) who had an epilepsy diagnosis...
Chapter
We present here the formative design and evaluation of Virtuoso, an immersive learning intervention for adults significantly impacted by autism. The intervention consisted of two components: a spherical, video-based VR intervention, and a headset-based VR intervention. VR-based interventions such as Virtuoso have garnered a modest basis of empirica...
Article
Information and communication technologies (ICT) have been widely adopted in the intervention literature for individuals with Autism Spectrum Disorder (ASD). The systematic and predictable nature of ICTs make them particularly attractive for individuals with ASD. One ICT that has potential promise for individuals with ASD is virtual reality (VR). H...
Article
Full-text available
Here or There (HOT) instruction is a blended synchronous approach that enables students from on-campus (“here”) or a remote location (“there”) to participate together in class activities in real time. The purpose of this article is to share three different cases at two universities that illustrate different implementations of HOT instruction, expla...
Article
Full-text available
This emerging technology report explores three-dimensional collaborative virtual learn-ing environments (3D CVLEs) as an intervention modality with potential to foster devel-opment of knowledge and skills for people with autism spectrum disorder (ASD). Affor-dances and unique characteristics of 3D CVLEs are detailed and considered from the perspecti...
Chapter
Full-text available
Case-based reasoning (CBR) is a theoretical approach to understand how narratives support problem-solving. In many game-based learning environments, nonlinear storytelling is a popular approach to unfold the problem-solving experience. For this study, we developed a game-like, case-based learning environment that utilized nonlinear, narrative eleme...
Chapter
Full-text available
Formal contributions from the instructional design and technology field have the potential to yield more effective, next-generation social narrative interventions for individuals with autism spectrum disorder. Social narrative interventions are a category of behavioral interventions characterized by their use of short, story-like vignettes. This ch...
Article
Full-text available
This case study discusses the design, development, and formative evaluation of Epilepsy Journey, an individually tailored, web-based intervention designed to address the unique executive functioning (EF) needs of adolescents with epilepsy. This intervention was designed through a three-phase iterative, patient-centered participatory action research...
Article
Full-text available
This article describes the iterative design, development, and evaluation of a case-based learning environment focusing on an ill-structured sales management problem. We discuss our processes and situate them within the broader framework of educational design research. The learning environment evolved over the course of three design phases. A semisu...
Conference Paper
The specific aim of this session is to discuss the early design of a collaborative, immersive learning intervention for youth with Autism Spectrum Disorders (ASD), named Virtuoso. Building on our presentation at AECT 2016, this session will describe design and development progress to date, share our design narrative, explicate underlying theoretica...
Article
Full-text available
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space, sense-ma...
Article
The worldwide explosion in popularity of mobile devices has created a dramatic increase in mobile software (apps) that are quick and easy to find and install, cheap, disposable, and usually single purpose. Hence, teachers need an equally streamlined and simplified decision-making process to help them identify educational apps—an approach that diffe...
Conference Paper
The adoption of computational thinking (CT) has been increasing in K-12 classrooms and curricula. One population that could benefit from early instruction in CT is students with Autism Spectrum Disorders (ASD). Unfortunately, many individuals with ASD lack the social competencies to successfully navigate a work environment. The purpose of this pape...
Article
Full-text available
The need to prepare students with twenty-first-century skills through STEM-related teaching is strong, especially at the elementary level. However, most teacher education preparation programs do not focus on STEM education. In an attempt to provide an exemplary model of a STEM unit, we used a rapid prototyping approach to transform an inquiry-based...
Conference Paper
Full-text available
The purpose of this paper is twofold. We first present educational design research (EDR) as a viable approach to studying and introducing technological innovations to teacher education. We then offer two cases of EDR in teacher education that operationalize key qualities of EDR in practice. The first case is focused on improving science education u...
Article
Full-text available
Mobile devices provide a number of compelling features for learning and instruction. Clearly, these devices are becoming more and more popular. Arguably the most popular mobile device for education is the iPad. Multiple one-to-one iPad initiatives are cropping up around the United States. While interest continues to grow rapidly, the research and b...
Article
p>Along with many ASCILITE members, we have grown increasingly concerned that current approaches to educational technology research lack value and practical application in the field. Educational design research (EDR) is an emerging approach that bridges the demand for rigorous research with the development of relevant solutions to educational probl...
Article
This paper provides a summary of the design, development, and evaluation of a mobile distance supervision system for teacher interns in their field-based teaching experiences. Developed as part of the University of Florida's Restructuring and Improving Teacher Education 325T grant project, the prototype system streams video of teachers in rural cla...
Article
Full-text available
This article reports the design, implementation, and results of a longitudinal design-based research effort that seeks to promote meaningful learning in a three-dimensional virtual learning environment. Since 2008, a multidisciplinary team has been designing, developing and testing a 3D VLE called iSocial for helping youth with autism spectrum diso...
Conference Paper
Open Educational Resources (OER) provide instructors and designers with powerful and flexible ways of designing and sharing instructional content. Design-based research (DBR) allows for iterative improvements to instructional designs. In this session, we argue that development and implementation of OER within a DBR framework represents a symbiotic...
Article
Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual use...
Article
A tension exists between educational practitioners and researchers, which is often attributed to their dichotomous and oftentimes polarizing professional ideologies or Discourse communities. When determining what works in education, researchers tend to emphasize evidence-based practices (EBPs) supported by research that is rigorous and internally v...
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...
Conference Paper
Full-text available
This paper describes the planning and mass deployment of mobile online devices in a dual licensure teacher preparation program at the University of Hawaii at Manoa. The first phase of the project focused on developing practical solutions to managing a fleet iPad Minis. An iterative development process was used to design a cart based on project requ...
Data
Full-text available
r: A tension exists between educational practitioners and researchers, which is often attributed to their dichotomous and oftentimes polarizing professional ideologies or Discourse com-'munities. When determining what works in education, researchers tend to emphasize evidence-based practices (EBPs) supported by research that is rigorous and interna...
Article
A challenge of online learning is enhancing students' sense of social presence, that is, their perception of “being there” with others. At the University of Hawaii, Manoa's College of Education, we are working on a research and development project with the goal of enhancing students' social presence through the use of a mixed-reality 3D virtual lea...
Chapter
Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual use...
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
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...
Article
Full-text available
A tension exists between educational practitioners and researchers, which is often attributed to their dichotomous and oftentimes polarizing professional ideologies or Discourse communities. When determining what works in education, researchers tend to emphasize evidence-based practices supported by research that is rigorous and internally valid, w...
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...