Phyllis Newbill’s research while affiliated with Virginia Tech and other places

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Publications (20)


"Look at My Planet!": How Handheld Virtual Reality Shapes Informal Learning Experiences
  • Conference Paper

April 2025

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7 Reads

Hayoun Moon

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Matthew Gallagher

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[...]

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A Child-Robot Musical Theater Afterschool Program for Promoting STEAM Education: A Case Study and Guidelines

March 2023

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142 Reads

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11 Citations

With the advancements of machine learning and AI technologies, robots have been more widely used in our everyday life and they have also been used in education. The present study introduces a 12-week child-robot theater afterschool program designed to promote science, technology, engineering, and mathematics (STEM) education with art elements (STEAM) for elementary students using social robots. Four modules were designed to introduce robot mechanisms as well as arts: Acting (anthropomorphism), Dance (robot movements), Music and Sounds (music composition), and Drawing (robot art). These modules provided children with basic knowledge about robotics and STEM and guided children to create a live robot theater play. A total of 16 students participated in the program, and 11 of them were involved in completing questionnaires and interviews regarding their perceptions towards robots, STEAM, and the afterschool program. Four afterschool program teachers participated in interviews, reflecting their perceptions of the program and observations of children’s experiences during the program. Our findings suggest that the present program effectively maintained children’s engagement and improved their interest in STEAM by connecting social robots and theater production. We conclude with design guidelines and recommendations for future research and programs.



Supporting child-group interactions with hands-off museum exhibit

December 2020

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42 Reads

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4 Citations

International Journal of Child-Computer Interaction

Technology can be used to augment visitors’ experience with a museum exhibit and provide museum visitors with means of interacting with otherwise hands-off exhibits. However, introducing technology to support interactivity has the likelihood of usurping users’ attention from the exhibit or diminishing interactions with other visitors. Our approach to this problem involves supporting hands-on interactions for groups visiting a pollinator garden–a science museum exhibit containing fragile species where touching is discouraged. Through interviews with museum experts and docents, we elicited design goals that we then enfolded into an Android application that leverages visual recognition to support interactions with the exhibit. We tested our application in-situ with 65 children in three groups and subsequently propose and describe design approaches that uses the ethos of scaling to support different number of users and levelling to varied cognitive levels. We conclude by recommending reusable designs guidelines to support interactions within other evolving and hands-off contexts.






Mirror Worlds: Examining the Affordances of a Next Generation Immersive Learning Environment

November 2017

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50 Reads

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16 Citations

TechTrends

As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed immersive, mixed-reality learning environment at Virginia Tech. The Mirror Worlds project, a cutting edge mixed-reality virtual world will be described in terms of the potential for this type of environment to engage participants in authentically situated social and embodied learning activities.


Using Augmented Reality and Virtual Environments in Historic Places to Scaffold Historical Empathy

November 2017

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162 Reads

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42 Citations

TechTrends

The authors explore how 3D visualizations of historical sites can be used as pedagogical tools to support historical empathy. They provide three visualizations created by a team at Virginia Tech as examples. They discuss virtual environments and how the digital restoration process is applied. They also define historical empathy, explain why it is important, and discuss how it is taught.


Citations (12)


... Emerging technologies are widely integrated into K-12 education because of their positive impact on facilitating computational thinking (Angeli and Valanides, 2020;Bakala et al., 2021;Chalmers, 2018), problem-solving (Danby et al., 2018;Lee-Cultura, Sharma, and Giannakos, 2022;Lorusso et al., 2018), and engaging learning experiences (Dong et al., 2023;Jones, 2020;. Furthermore, equipping children with the skills to navigate a rapidly evolving technological landscape is essential. ...

Reference:

A child-robot theater afterschool program can promote children’s conceptualization of social robots’ mental capacities and engagement in learning
A Child-Robot Musical Theater Afterschool Program for Promoting STEAM Education: A Case Study and Guidelines
  • Citing Article
  • March 2023

... Various studies have explored effective methods for delivering stories to children through the use of social robots (Dong et al., 2024;Lee et al., 2022). Researchers have investigated whether a voice agent can have a similar effect on children compared to a human conversational partner (Xu & Warschauer, 2020). ...

Robot Musical Theater for Climate Change Education
  • Citing Conference Paper
  • March 2022

... In the field of cultural learning, in [11] is presented a [2] and meta-analysis is presented on the contexts of use of AR and VR technologies to aid learning in museums, design elements of how AR and VR are incorporated into learning activities and what effects arise from learning assisted by AR/VR in museums. In the child-group museum visits, [12] focuses on how technology can be used to improve the visitor experience of museum exhibits and how visitors can be provided with means of interacting with exhibits, supporting interactivity but at the same time analyzing the impact on the attention of exhibition users and the possible decrease of their attention and of the interactions with other visitors. ...

Supporting child-group interactions with hands-off museum exhibit
  • Citing Article
  • December 2020

International Journal of Child-Computer Interaction

... For students enrolled in rural schools across the U.S., barriers to accessing high-quality engineering education include lack of resources, lack of attention from reformers, researchers, and legislation , which in turn lead to lack of awareness of diverse engineering careers. Additionally, rural youth, especially those who are high-achieving, are uniquely attached to their communities and may be discouraged from pursuing engineering careers because of the misconception that they would have to leave their communities in order to do so [6], [7]. These unique challenges discourage otherwise capable students from pursuing high-level courses and careers in engineering. ...

Board 151: Broadening the Participation of Rural Students in Engineering: Preliminary Findings on the Perspectives of Key Community Members
  • Citing Conference Paper
  • June 2019

... Rural students have reported struggling to fit in culturally on large campuses and in urban areas [55]. Marginalized rural students in STEM, such as Hispanic students [56] and women pursuing engineering [57], face unique resource and educational challenges at the intersection of rural status and other identities. Students from rural America are pursuing higher education at declining rates compared to urban and suburban America [58], and many that do attend college remain close to home even if degree offerings are limited [59]. ...

Broadening the Participation of Rural Students in Engineering: Exploring Community Perspectives
  • Citing Conference Paper
  • June 2020

... From the perspective of embodied learning, advanced technologies now offer learners simulated and immersive experiences within virtual or augmented reality (VR or AR) settings, a possibility that was previously unimaginable within traditional classroom settings. For example, motion-sensing input devices like Microsoft Kinect can capture learners' gestures and location, so that learners can interact with virtual objects (i.e., Gautam et al., 2018). Wearable devices can provide haptic feedback in response to learners' actions, which enhances the multimodal nature of learning by offering an additional channel of information (Magana & Balachandran, 2017). ...

Mirror Worlds: Examining the Affordances of a Next Generation Immersive Learning Environment
  • Citing Article
  • November 2017

TechTrends

... The aim of the project was to extend the museal space by immersive experiences using innovative technologies. A feature of these innovative technologies that is often discussed in the literature is the possibility of enriching such learning worlds with a wide variety of multimedia content, building a framework that guides the learners [8] [5] [4] [2] [6] [9]. A wide variety of multimedia sources and representations in the form of text, images, audio, video, and animated illustrations where also embedded in the tour about the baroque master builders. ...

Using Augmented Reality and Virtual Environments in Historic Places to Scaffold Historical Empathy
  • Citing Article
  • November 2017

TechTrends

... Figure 2: Self-determined student Figure 2 shows how the student is guided towards self-determined learning through the provision of instruction at appropriate levels (after Bloom) mediated through appropriate technological tools (Cennamo, Baum, Newbill & Finn, 2012;McNierney, 2004). The instruction takes into account the diverse styles of learning of each learner, their heterogeneity on so many levels, and with the development of critical thinking skills, the learner becomes autonomous. ...

Teaching to Develop Critical and Creative Thinking Skills
  • Citing Conference Paper
  • March 2012

... Hence, epistemic perspectives within trans-disciplinarity can be seen as a shift from disciplinary concepts to conceptual tools (Colucci-Gray et al., 2013), i.e. a wider societal lens towards perceiving the wicked problems through encompassing beliefs, disciplinary knowledge, and interaction of disciplines. As opposed to a teaching orientation, epistemic perspective within a trans-disciplinary approach is perceived to be agile, integrative, and possibly uncertain or even ambiguous (Colucci-Gray et al., 2013;Wagner et al., 2014). ...

From rhetoric to real world: fostering higher order thinking through transdisciplinary collaboration
  • Citing Article
  • Full-text available
  • November 2014