The Learning & Experience Design (LED) research group pursues four main research goals (Reeves & Oh*, 2017). We share with the authors that the scientific community engaged in educational technology research should take time to reflect on the lack of impact of research on practice and the inability of research to transfer into contexts of practice.
Theory Development/Synthesis Goals
We focus on explaining how education works through the logical analysis and synthesis of theoretical knowledge and principles related to teaching and learning.
- A Systematic Review of Empirical Studies on Teaching Computational Thinking from a Learning Design Perspective. The purpose of this review is to analyze existing empirical studies on ways to teach computational thinking using Scratch.
- A Critical Review of Research on Academic Libraries Use of Online Digital Literacy Instruction. The purpose of this research is to categorize common themes and alternative methods to analyze how academic libraries teach digital literacy.
- A Review of Research on Machine Learning in Educational Technology. The purpose of this review is to investigate the trends in the body of research on machine learning in educational technology published between 2007 and 2017.
We focus on creating and improving effective solutions to education problems and identifying reusable design principles related to teaching and learning.
- The Design of Emotion-rich Learning Experiences Conducive to Deep Learning. This research and development project investigates how emotions can be leveraged for learning experience design.
- Experiential Learning in Online Education. A design case that showcases how learner-centered design and innovative and entrepreneurial thinking can be incorporated into online graduate education.
- Neonatal Education at Nationwide Children’s Hospital. The goal of this project is to design and develop high-quality educational materials and tools that will be used by new trainees.
We focus on studying a particular program, product, or method for the purpose of describing, improving, or estimating its effectiveness and worth.
- OHI/O Program Evaluation. This evaluation study targets the 2017 and 2018 OHI/O Hackathon, an informal learning event attended by over 800 students over a 24-hour period.
We focus on portraying how education works by describing and interpreting phenomena related to teaching and learning.
- Promoting Engagement in Mobile Learning Applications. This study aims to identify critical factors that promote learners’ engagement in mobile learning applications and to examine effective engagement strategies offered in top-ranked mobile learning applications.
- Bringing Authenticity to Online Teaching and Learning. Learner-centered design strategies and entrepreneurial thinking are analyzed as ways to elevate online learning experiences through engagement, ownership, and collaboration.
- Impact of Instructional Design Challenges on Self-efficacy. This study explores how instructional design challenges can be used as professional development by self-rating self-efficacy and motivation throughout the process using a concurrent nested mixed-methods study.
- Authentic Online Discussions. This study uses narrative inquiry to offer reflections from four graduate students who, for a period of two years, led, created and facilitated online discussions for graduate-level courses.
*Reeves, T. C., & Oh, E. (2017). The goals and methods of educational technology research over a quarter century (1989–2014). Educational Technology Research and Development, 65(2), 325–339.