Robert F. Kenny’s research while affiliated with Florida Gulf Coast University and other places

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Publications (25)


Designing Authentic Learning Experiences in Sustainability and Resiliency Through a School, University, and Community Partnership
  • Chapter

November 2024

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7 Reads

Robert F. Kenny

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This chapter presents an actionable framework that evolved as part of a partnership focused on creating a planned, innovative community in southwest Florida. Through a series of discussions that took place during a planning charrette hosted by the community developer, the framework suggests a multi-faceted approach to sustainable and resilient community development As part of the planning team, we developed a working vocabulary and framework/compass envisioned to build a community whose mission would be based on principles of sustainability and resilience from which and the community could be supported in a partnership among the developer and its vendors, the local K-12 charter school, and the local regional, comprehensive university.



Enhancing Problem Based Learning Through Design Thinking and Storying

November 2023

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32 Reads

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1 Citation

The authors define Problem Based Learning (PBL) as a student-centered, formative, pedagogical approach in which pupils acquire critical and design thinking skills along with content knowledge. The problem focus is similar to cases found in Case-Based Learning (CBL) that has been commonplace for decades in many academic domains. Most of what is found in the literature about PBL tends to be descriptive in nature, whereas little can be found that assists with identifying the process of identifying root causes for those problems and with sustaining the strategy in the classroom. This chapter presents a case for integrating story and design thinking to develop causal analysis and to add rigor through formative conjecture modeling.


Figure 1. RETAIN model rubric for mobile game apps
Figure 3. RETAIN model modified for web-based social change games
Study demographics
Initial response of all games after completing the study
Evaluating Social Change Games: Employing the RETAIN Model
  • Chapter
  • Full-text available

October 2022

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51 Reads

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2 Citations

The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for their “hidden curriculum.” In some cases, the rubric and “hidden curriculum” contributed to educators altering the way they used the games they had appraised by supplementing context, incorporating discussion, or not using the games at all. The RETAIN model rubric offered educators a tool to evaluate digital games.

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Using Design Thinking and Formative Assessment to Create an Experience Economy in Online Classrooms

November 2021

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33 Reads

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5 Citations

Journal of Formative Design in Learning

Being faced with the recent need to rapidly (and with little notice) move from teaching face-to-face (f2f) to an online environment, instructional designers and instructors have been confronted with the need to learn quickly how to more ambitiously approach combining course subject matter with the most effective means to engage with and immerse students in that content. Traditionally, when designing f2f courses, instructors would supplement/enhance their course materials with social experiences at the moment they conducted their classes. The idea of crafting or curating engagement and immersive classroom practices and activities was often viewed as a separate, add-on instructional process. Until recently, most online courses were restricted by the state university boards definition of an online courses and were viewed as mainly asynchronous events, meaning it was up to the student to create their own individual experiences. While those restrictions have been relaxed, those who were recently faced with having to move from face to face to an online modality simply digitizing the content because they had little time and/or little background in understanding how to integrate lived experiences, simulating the social event that occurred in their f2f delivery. The literature, as well as many instructional design textbooks, are full of examples that identify the need to co-create in an online environment content that is simultaneously embellished with immersive and engaging social experiences. We like many instructional technologists, have been trying to teach our teachers and instructors how to design instruction that is applicable for the online environment. Having participated in and observed others’ struggles to be forced to rapidly move content online over the past year and a half, the authors became motivated to update a series of research studies on social and cognitive engagement in online learning that they had been conducting for more than a decade. An unintended consequence of the analysis of the various attempts we had made to overcome the perceived immediacy and socialization shortcomings in our own courses was that we were able to study the impact that the actual transactions that occurred between us as instructors and our learners. We discovered that what was most often overlooked was the fact that, while our students continually see to push for more distance or online learning, their perception of and preference for distance learning did not reduce their human need to be interconnected. Perhaps it was the forced social distancing required by the pandemic that made this more obvious. But it became very apparent that what is now especially needed to be included in our course designs are the complex constructs that create immediate, inter-personal relationships between individuals, even (and especially) in the virtual classroom to connect learners and teachers on a social, psychological and cognitive plane –to create that missing sense of place that Meyrowitz No sense of place: The impact of electronic media on social behavior (Meyrowitz, 1985) once longed for. A major goal of this formative, personal study, then, is to provide some indication as to the significant, deleterious impacts on the dispositions towards learning that can occur when any one or more of these three characteristics is missing.in the development of classroom experiences, regardless of modality. The theoretical basis of this perspective follows the National Education Association (NEA) report “Preparing 21st Century Students for a Global Society” (National Education Association, 2012), that suggests that all course design needs to focus on what they refer to as the Four C’s: critical thinking, communication, collaboration, and creativity.


Using Live Interactive Improv to Instill a Participatory, Transactional Learning Culture in the Classroom

January 2021

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6 Reads

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1 Citation

Research has shown that quality instructor–student interactions far outweigh many other considerations in attaining positive learning outcomes. Although this may be inherently obvious, little has been shown in the literature to indicate that instructor/teacher preparation programs in general dedicate much time on how to train teachers the actual process of applying specific tactics to interact with their students that create a highly engaging culture of interactive, participatory learning in their classrooms. Much can be learned from reviewing the well-developed, best practices utilized by live interactive improv performers, whose goal is to create positive interactions with their audiences (i.e., students). Those creative techniques as found in this chapter provide a glimpse of those techniques and tactics and provide a basis to compare them to similar strategies that can be implemented by instructional designers and teachers to assess their impact of the learning transactions between teachers and their students regardless of the mode of course delivery (i.e., F2F, blended/hybrid or online).


Wisdom and Power: Using Information Theory to Assess the Transactional Relationship Between the Learner and the Knowledge Provider

January 2021

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17 Reads

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1 Citation

As instructional designers continue to assess their design process, the need only intensifies for having a deeper understanding of how it connects to the relationships evolving among the instructors, students, peers, content, and the technology they use. The lenses of these relationships are alterable, especially as defined by the latter. We adopt the concept of media ecology as a means to systematically assess the impact on these interrelationships. Teaching and learning, after all, boil down to communicating information among these entities. Media ecology has been found to effectively describe these communications channels. The authors advocate the use of media ecology as a means of introducing design thinking into the enterprise of teaching of instructional technology, as it requires students to ask the right questions and causes them to interpret these relationships through a different and unique perspective. The purpose of this chapter is to discuss this viewpoint and examine how to rethink instructional design methods by focusing on and assessing how individuals transact and communicate information during the learning process.



Designing Instruction for the Age of Singularity: A Transactional View as to How Knowledge Is Synthesized

April 2020

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9 Reads

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1 Citation

Historically, knowledge has been viewed as an asset in that, once it is “owned” (i.e., acquired) by an individual, it can never be taken away (Rowley, 2000). First and foremost, we need to distinguish between the concepts of information acquisition and knowledge acquisition. The latter is the third in a five-step process of deep learning with data, information, understanding, and wisdom filling out the continuum (Ackoff, 1999). For this reason, we suggest that the term “knowledge acquisition” that appears to be so often in the literature may actually be a misnomer (Compton & Jensen, 1990). What many may be referring to is actually information acquisition. For the purposes of this chapter, however, we may interchange the two terms with this caveat in mind.


Evaluating Social Change Games: Employing the RETAIN Model

January 2019

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75 Reads

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2 Citations

The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for their “hidden curriculum.” In some cases, the rubric and “hidden curriculum” contributed to educators altering the way they used the games they had appraised by supplementing context, incorporating discussion, or not using the games at all. The RETAIN model rubric offered educators a tool to evaluate digital games.


Citations (15)


... Improvements to human rights and people's well-being have already resulted from studies evaluating urban-nature-based interventions [13], including the identification of challenges to improving systems of human rights violations. The results of the literature review of articles contained in the CAPES Brazil Periodicals database and the Scientific Electronic Library Online (Scielo) helped to create the questions to be worked on in the workshops with professionals in the area in question by mainly adopting design thinking [34][35][36] with storytelling techniques [37,38] and drawing ideas on canvas [39,40]. Furthermore, the context in which the built environment of cities is located also impacts human rights, such as those arising from cities' infrastructure systems [10,11]. ...

Reference:

My Human Rights Smart City: Improving Human Rights Transparency Identification System
Using Design Thinking and Formative Assessment to Create an Experience Economy in Online Classrooms
  • Citing Article
  • November 2021

Journal of Formative Design in Learning

... Concerning this, studies on a mechanism that can motivate students to use online lecture services have been performed. The intent is to design a system and analyze changes in the learning experience utilizing social presence, one of the concepts that have recently received attention among the diverse elements of learning motives [7,8]. Social presence can be defined as the salience of another person that one can feel in a virtual space or indirect communication environment [9]. ...

Leveraging Multitasking Opportunities to Increase Motivation and Engagement in Online Classrooms:

... Three-phase successive approximation model (SAM) Penggunaan model Successive Approximation Model membuka kesempatan penelitian dan pengembangan produk pendidikan secara cepat, tepat, dan dapat dikembangkan untuk produksi masal sesuai dengan standar industri(Brown & Green, 2017;Exter & Ashby, 2018;Hughes & Byrd, 2015;Kenny & Gunter, 2018;Parsons & MacCallum, 2019;M. Wang & Schlichtenmyer, 2017). ...

Entrepreneur-Think Meets Academia: Formative Decision-Making for Instructional Designers and Administrators
  • Citing Chapter
  • March 2018

... Feng, D. et al. [3] emphasized the central role of narrative in expressing and preserving cultural heritage, proposing that landscape narratives effectively enhance the sustainability of cultural heritage practices through valuable strategies. Hokanson, B. et al. [4] view narrative design as an effective educational tool that uses storytelling to help students better understand information and enhance their motivation to learn. Narrative design presents knowledge in a more engaging way, facilitating the effective transmission of educational content. ...

The Narrative Imperative: Creating a Storytelling Culture in the Classroom
  • Citing Chapter
  • January 2018

... Cadathon serves as a formative learning strategy in engineering and architectural institutions, helping students get rid of any hesitation in visualization-based drawing courses. Formative connotes the "in-process" aspect of learning unlike the summative which denotes the "end-effect" of a learning process (Kenny, 2017). Some key characteristics of formative learning include self-assessment/reflection, observation, questioning, and the "maker space" concept of learning by doing. ...

Introducing Journal of Formative Design in Learning
  • Citing Article
  • August 2017

Journal of Formative Design in Learning

... However, when there are technological limitations as realized in mobile application, digital resources like games can be incorporated to gamify the learning experience. Mobile game apps and Web-based games share elements of gamification including but not limited to both are: (a) interactive; (b) problem-based; (c) manual-free; (d) includes visuals; (e) fosters a fail-safe environment; (f) personalized environment; (g) feedback-driven (Kenny, Gunter, & Campbell, 2017). ...

Teacher’s Assessment of the Instructional Efficacy of Mobile Apps: A Formative Case Study
  • Citing Article
  • May 2017

Journal of Formative Design in Learning

... One of the more interesting findings was that students reported increased attention levels when they were permitted to ask questions during the live broadcast (Kenny and Lenz, 2009). In a follow-up study that employed the same technology to broadcast from India, Kenny and Gunter (2015) found that the additional use of the text chat feature during the live broadcast appeared to increase student engagement and their sense of social presence. Howard and Gunter (2017) then initiated a series of formative case evaluations to develop a more cost-effective delivery mechanism for providing similar live broadcasts from the field with interactive chat. ...

Building a Competency-Based STEM Curriculum in Non-STEM Disciplines: A sySTEMic Approach
  • Citing Chapter
  • January 2015

... Serious gaming is regarded as a particularly active, problem-solving, realistic, and social form of learning with rapid and differentiated feedback that also promotes the enjoyment of learning (Garris et al., 2002;Iten and Petko, 2016;Tobias et al., 2011) and enhances learning and teaching across different academic territories (Yanes et al, 2021;Yanes et al, 2023). Many studies claim the positive effect of SG on students' motivation (Gunter et al., 2006;Hainey et al.,2011;Iten and Petko, 2016;Pacheco, 2023;Pacheco et al., 2023), engagement (Giannakos,2013;Li et al.,2017;Pacheco, 2023;Pacheco et al. 2023), and performance (Tan, 2023;Wilson et al.,2009). According to Daniel et al. (2024), SG foster students' entrepreneurial competence and boost self-efficacy. ...

A Case for a Formal Design Paradigm for Serious Games
  • Citing Article
  • January 2006

... Indeed, games combine powerful structural elements (rules, goals and objectives, feedback, challenges, interaction, and plot) [24] that attract, engage, and motivate participants. However, these elements are not enough for the game to be considered sufficient for the psychological potential development [25]. Palaus M. and colleagues [26] argued that despite the field`s heterogeneity, a number of connections between neural and cognitive aspects have been established, including attention, cognitive control, visuospatial skills, cognitive load, and reward processing. ...

Factors affecting adoption of video games in the classroom
  • Citing Article
  • January 2011

Journal of Interactive Learning Research

... Similar to the development of effective teacher training more generally however, professional development using technology yields inconsistent results when pedagogical changes are forced or where there is a lack of detailed knowledge regarding how best to utilize the technologies in an authentic and useful way (McDaniel & Kenny, 2013). Indeed, there is evidence to suggest that a lack of well-developed and consistent professional development has the potential to be detrimental to teacher effectiveness (Tomlinson, 2014). ...

Evaluating the Relationship between Cognitive Style and Pre-Service Teachers' Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms