Lloyd P. Rieber's research while affiliated with University of Georgia and other places

Publications (50)

Article
An important element of good design, instructional or otherwise, is awareness of and being empathetic to the needs, wants, interests, values, and opinions of the intended audience. Typical approaches to learning about the subjective viewpoints of a particular audience have included survey instruments based on Likert-type items and open-ended questi...
Article
A massive open online course (MOOC) was designed to provide an introduction to statistics used in educational research and evaluation. The purpose of this research was to explore people's motivations for joining and participating in a MOOC and their behaviors and patterns of participation within the MOOC. Also studied were factors that the particip...
Article
The purpose of this research is to understand faculty perceptions about innovation in teaching and technology in a college of education in a research-intensive university. This study was motivated by the creation of a new initiative begun in a large college of education at a Carnegie Research-Intensive university to promote innovation in teaching w...
Chapter
An ever increasing number of college instructors are finding themselves asked or required to teach online. While some embrace this opportunity, others are making this transition with some reluctance. The move from face-to-face to online teaching can be difficult, and unprepared instructors may become discouraged or, even worse, may allow mediocrity...
Article
The Studio curriculum in the Learning, Design, and Technology (formerly Instructional Technology) program at a large research-extensive university in the southeastern U.S. represents a deliberate application of contemporary theory of how adults learn complex information in ill-structured domains. The Studio curriculum, part of a graduate program le...
Article
Full-text available
There is no denying the success and popularity of WebQuests among teachers. For those interested in technology integration, this is a significant step in the right direction. Yet, WebQuests are instructivist examples of technology integration - they are web-enhanced forms of direct instruction. We consider constructing homemade PowerPoint games as...
Chapter
Full-text available
There are two fundamental ways to approach the use of gaming in education: playing games or designing games. In this chapter, we take the second path and discuss how to use an almost ubiquitous software tool in the schools — PowerPoint — with children in the design of original games. In these games, students put school’s content to use in ways perc...
Article
The purpose of this study was to investigate the influence of game-like activities on adult learning during a computer-based simulation. This research also studied the use of visual metaphors as graphic organizers to help make the underlying science principles explicit without interfering with the interactive nature of the simulation. A total of 70...
Chapter
This chapter presents a review of research on the use and role of interactive simulations for learning. Contemporary theories of learning, instruction, and media, suggest that learning involves a complex relationship and dependency between a learner’s prior knowledge, a learner’s motivation, the context, the task, and the resources (e.g., simulatio...
Article
This chapter presents a review of research on the use and role of interactive simulations for learning. Contemporary theories of learning, instruction, and media, suggest that learning involves a complex relationship and dependency between a learner's prior knowledge, a learner's motivation, the context, the task, and the resources (e.g., simulatio...
Article
Full-text available
The purpose of this research was to explore how adult users interact and learn during an interactive computer-based simulation supplemented with brief multimedia explanations of the content. A total of 52 college students interacted with a computer-based simulation of Newton’s laws of motion in which they had control over the motion of a simple scr...
Article
There are a number of community adjustment and transition models that indicate individuals with disabilities will require instruction across numerous domains that represent skills such as community literacy, mobility, purchasing, social interactions, and safety. To accomplish the instruction of such skills, community-based activities have been incr...
Article
We present our approach to designing a physical science lesson according to the specifications outlined in this special issue. We also discuss our learning and design philosophy, the assumptions under which we worked, and try to show how these influenced our design decisions. We designed a series of activities which are consistent with the typical...
Article
The phenomenon of play is proposed as a legitimate goal for interactive multimedia learning environments. Play offers a means for understanding motivation and learning in a holistic way. Serious play is not easy to achieve, but the reward is an intense and satisfying experience for both students and teachers. Technology offers many routes to seriou...
Article
Describes KID DESIGNER, a project that emphasizes play as a lifelong learning process by teaching elementary school students how to design their own educational computer games that embed content from subjects studied in the classroom. Topics include constructivism; cooperative learning; project-based activities; prior learning; group dynamics; and...
Article
The purpose of this study was to investigate the influence of game-like activities on adult learning during a computer-based simulation. This research also studied the use of visual metaphors as graphic organizers to help make the underlying science principles explicit without interfering with the interactive nature of the simulation. A total of 70...
Article
The purpose of this study was to investigate the ability of adult learners to process and interpret graphical and textual feedback during a computer-based simulation when the feedback originated from contexts varying widely in meaning. A total of 41 subjects interacted with a computer simulation of the laws of motion using a discovery-based approac...
Article
The purpose of this study was to explore how users interact and learn during a computer-based simulation given graphical and textual forms of feedback. In two experiments, university students interacted with a simple simulation that modeled the relationship between acceleration and velocity. Subjects interacted with the computer simulation using a...
Article
Little attention has been given to the psychological and sociological value of play despite its many advantages to guiding the design of interactive multimedia learning environments for children and adults. This paper provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropolog...
Article
Two alternative learning strategies, deductive and inductive, were compared as adults learned about the laws of motion using combinations of computer-based tutorials and simulations. Two levels of Tutorial (Yes, No) were crossed with three levels of Simulation (Structured, Unstructured, None). Deductive learning was defined as the tutorial followed...
Article
This paper presents a historical overview of visualization as a cognitive strategy in human creativity, discovery, and problem-solving. Visualization strategies, such as mental imagery, pervade historical accounts of scientific discovery and invention. A selected number of historical examples are presented and discussed on topics such as physics, a...
Article
The first of the topics begins with an overview of instructional computer graphics. This leads into an overview of the status of instructional visual research including discussions on visual perception, visual cognition, and theories on storing visual information in short-term and long-term memory. More practical application information is found in...
Article
The field of instructional technology is characterized by its products, such as instructional media, and its processes, such as instructional design. Over the past 50 years, the process of instructional technology has been shaped by advances in learning and instructional theory. Much of the development work to date has been associated with direct i...
Article
The purpose of this study was to investigate the effects of interactive learning strategies in the form of visually-based, real-time computer simulations on inductive learning by adults in physical science. The subjects were 160 upperclass undergraduate students who were enrolled in an introductory computer education class. The computer based instr...
Article
The purpose of this study was to examine the effects of animation and practice on factual and application learning in computer-based instruction (CBI). Also studied was the extent to which animation and practice promoted near and far transfer of these learning outcomes. Subjects consisted of 192 elementary school students. The CBI content was an el...
Article
The effects of animated presentations on incidental learning and the degree to which various computer practice activities contain intrinsically motivating characteristics as measured by continuing motivation were studied. A total of 70 4th graders participated in an introductory lesson on Newton's laws of motion. Between-Ss factors consisted of vis...
Article
The effects of visual grouping strategies involving animated and static graphic presentations on selective attention were studied. Also studied was the ability of students to learn a scientific rule presented incidentally in an animated sequence. A total of 39 fourth-graders participated in an introductory lesson on Newton's laws of motion. Two lev...
Article
The effects of animated presentations and practice were studied in a computer-based science lesson involving fourth-and fifth-grade students. Three levels of visual elaboration (static graphics, animated graphics, and no graphics) were crossed with three levels of practice (behavioral, cognitive, and no practice). Behavioral practice consisted of t...
Article
The effects of animated presentations and practice were studied in a computer-based science lesson involving fourth- and fifth-grade students. Three levels of visual elaboration (static graphics, animated graphics, and no graphics) were crossed with three levels of practice (behavioral, cognitive, and no practice). Behavioral practice consisted of...
Article
Although the use of animated visuals is both common and popular amongCbi designers, the theoretical and empirical foundations for their use have not been firmly established. Animated visuals represent a subset of instructional visuals; for this reason, general conclusions from research on static visuals are thought to extend to animated visuals. Th...
Article
Although considerable research has been published concerning learning and cognition in general, little impact has been reported on the design of computer-based instruction (CBI). In addition, CBI designs have been influenced negatively by technocentric perspectives, where technological capabilities dictate lesson activities, rather than a more refl...
Article
Computer-based instruction (CBI) has strong historical roots in behavioral psychology. In many cases, behavioral CBI is very effective in meeting instructional needs. Criticisms of CBI, centering around inadequate attention to higher-level learning, underline some of the shortcomings of rigid adherence to behavioral design paradigms. Recent advance...
Article
Describes study designed to examine the effects of textual and/or computer animated orienting strategies and practice on rule-using and problem-solving skills of elementary school students using computer-assisted instruction. Four different versions of a lesson based on Isaac Newton's Law of Motion are described, and results are analyzed. (28 refer...
Article
This discussion of the contributions that cognitive psychology can make to the next generation of instructional design methods begins by comparing behaviorally-based and cognitively-based instructional design systems. Some possible improvements in instructional design are then presented, and it is argued that cognition, or student thought processin...
Chapter
Full-text available
There are many issues and potentials in the field of educational games. This chapter was developed as a collaborative blogging effort among contributing authors of this book to discuss some of the current problems and the future potentials for educational games. A variety of questions were provided in a blog format to allow an evolving discussion a...
Article
The purpose of this study was to explore how adult users interact and learn during a computer-based simulation given visual and verbal forms of feedback coupled with embedded elaborations of the content. A total of 52 college students interacted with a computer-based simulation of Newton's laws of motion in which they had control over the motion of...
Article
Universal Design for Learning (UDL) uses inclusive instructional strategies that benefit a broad range of learners. UDL is based on the principles of Universal Design originating from the field of architecture and adapted and extended for applications in education and learning. Although intended primarily to serve students with disabilities, UDL co...
Article
Over the past eight years, we have worked collaboratively with elementary and middle school students to help them design their own educational computer games. Although the benefits of "learning by designing" are becoming well documented in the literature, another question has emerged: Do children, other than those who designed the educational compu...
Article
The purpose of this study was to investigate the effect of metaphors as graphic representa-tions on adult cognition and motivation within a computer-based simulation. A total of 60 university students participated in the study. Each interacted with a simple computer simulation that modeled the relationship between acceleration and velocity using a...

Citations

... In this study, it is aimed to understand the viewpoints of prospective teachers about the factors affecting technology integration. The steps suggested by Rieber (2020) were followed in conducting the Q study ( Figure 1). ...
... A socially-grounded framework for understanding accessibility is proposed in [1]. According to the authors, the process of increasing the accessibility is understood as removing obstacles and barriers to a person striving to achieve a goal, such as self-realisation, for example. ...
... MOOCs are defined as a form of online continuous learning activities that typically address a diverse and large learner population (Rieber, 2017;Yeomans & Reich, 2017). They provide modules that help learners build up knowledge and skills in specific fields and topics. ...
... Technology is playing an increasing role in the educational and personal successes of people with disabilities (Germann, Broida, Kaufman, Broida, & Thompson, 2001;and Langone, Clees, Rieber, & Matzko, 2003). ...
... Researchers examining the use of homemade PowerPoint games in the classroom cite three instructional strategies as justifications for their use (Barbour, Rieber, Thomas, & Rauscher, 2009). First, the games are an example of constructionist pedagogy and several studies support the notion that this can be an effective instructional strategy (Kafai, 1998;Khalili, Sheridan, Williams, Clark, & Stegman, 2011;Lotherington & Ronda, 2010). ...
... Consequently, like most other science faculty, we continued to use traditional teaching methods. If we integrated computer technology into our classrooms, it was for the purpose of organizing our course material and presenting our lectures more efficiently (Hooper & Rieber, 1995). ...
... Animation is a visual effect generated by ''a series of rapidly changing screen displays to suggest movement'' (39). The two advantages of animation design may contribute to improving graphic warnings. ...
... As the way universities prepare graduates for their future professional lives is changing, it is important to fully utilize the affordances of technology, and focus on innovative teaching methods at college level [48]. Despite the benefits of Web technologies already being confirmed [12,13,117], students still report being dissatisfied with their learning conditions [12,13,85]. ...
... -Deductive approach: This type of approach is based on a deductive learning model, where students are formally introduced to a concept or a principle, usually followed by examples and nonexamples and practice. A deductive approach provides well-defined guidance to a student in predetermined steps [8]. ...
... Lloyd Rieber (2004) explored across several studies (Rieber, 1996;Rieber, Chu, Tzeng, & Tribble 1996;Rieber & Noah 1997;Rieber, Noah, & Nolan, 1998) how adults and children learn scientific concepts from interactions with computer-based environment. He found during his investigations that interactions with an educational simulated environment and short instructional prompts, complemented by visual feedback, promoted reflective thinking and led learners to a deeper level of understanding (Rieber, 2004). ...