Tonia Dousay

 ToniaA. Dousay

Tonia A. Dousay

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Biography

University of Wyoming - Education


Resume

  • 2015

    Wyoming Department of Education

    Teaching

    Instructional Design

    Educational Technology

    Learning Management Systems

    Curriculum Design

    Staff Development

    Educational Research

    Needs Analysis

    Adult Education

    Multimedia

    Classroom

    Student Development

    Instructional Technology

    ADDIE

    Blended Learning

    E-Learning

    Captivate

    Faculty Development

    Distance Learning

    Higher Education

    Using Multimodal Writing to Motivate Struggling Students to Write

    Brett Darrington

    TechTrends

    One of the reasons that many secondary students fail English classes is because they are not motivated to write. This literature review was conducted to look into the use of multimodal works to increase the motivation for struggling students to write. Change theory was used to evaluate the benefits of multimodal works compared to more traditional writing projects. Overall

    multimodal works were found to be motivating to students as compared to traditional

    paper-based writing assignments. The review also raises concerns about accountability and feasibility for students and teachers who take on multimodal projects and concludes with recommendations for teachers who want to use multimodal works in their classrooms.

    Using Multimodal Writing to Motivate Struggling Students to Write

    Many resources now punctuate the maker movement landscape. However

    some schools and communities still struggle to understand this burgeoning movement. How do we define these spaces and differentiate them from previous labs and shops? Through a multidimensional framework

    stakeholders should consider how the structure

    access

    staffing

    and tools available impact learning that occurs and how to sustain these facilities. Adopting such an approach forces administrators to shift from a low-risk mindset to one that encourages risk-taking and nontraditional systems thinking.

    Defining and differentiating the makerspace

    This collective case study uses a design-based research approach to investigate the role of 3D pens

    an emerging technology

    in fostering creativity during a lesson on biomes

    genetics

    and heredity with learners in six classes of 4th and 5th grade students from rural Michigan and Idaho. Data analyzed included video of the classroom lessons

    student surveys

    student created artifacts (planning grids

    sketches

    photos of their 3D bugs)

    and student created Flipgrid reflections. We used a collective case of three cases encompassing nine students with self-reported high

    median/mean

    and low creativity scores to investigate how these scores and creative products aligned. Three major themes emerged across and within the cases: aspects of originality were found in all products

    positive and negative aspects of technology use

    and affect towards the activity. The results of this study offer understandings into design of activities to foster creative perception and production in the classroom.

    Build-A-Bug workshop: Designing a learning experience with emerging technology to foster creativity

    Jennifer LaVanchy

    These three condensed design cases provide a glimpse of the decisions undertaken by novice designers in a graduate-level message design course. The course helps students examine the role of communication theory

    cognitive psychology

    cultural influence

    and design skills within the context of instructional messages both in theory and through practical application. Practical application in the course includes smaller design projects to gain experience with best practices and recommendations

    and the course culminates with a service learning project that pairs students with a community partner. The community partner provides basic specifications for a specific need

    and the students then design artifacts to meet these requirements. The assignment is evaluated based of how well students followed client specifications

    design considerations for each medium

    content and grammar mechanics

    copyright guidelines

    and general design principles. However

    the students also compete in the sense that the client selects which artifacts to implement from among those submitted. Embedded within each design case are instructor reflection comments that address particular or repetitive themes that emerged from each designer. Combined

    these cases help identify course design weaknesses and bring clarity to concerns regarding how to help novice designers progress in competency.

    Confessions of novice designers and their instructor

    There and Back Again: An Intern’s Tale

    Royce Kimmons

    Ross Larsen

    Scholars

    educators

    and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation

    little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues

    we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655)

    the effect of several variables on comment and reply sentiment (n = 774

    939)

    and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality

    while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally

    we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.

    Public comment sentiment on educational videos: Understanding the effects of presenter gender

    video format

    threading

    and moderation on YouTube TED talk comments

    Now

    more than ever

    the need to incorporate literacies into instructional strategies is important. As an instructional strategy

    design activities bring together available resources to encourage students through the process of constructing new meanings and motivate students to take ownership of the media and content they transform into new creations. Two examples of design activities include digital sto- ries and comic book creation. Digital stories provide a unique outlet for students to find a voice and share their stories with one another. Creating comic books

    spe- cifically

    draws upon the visual nature of the medium and blends writing activities with design activities. This chapter explores the ideas of design activities and pro- vides general guidance for educators seeking to incorporate design activities as an instructional strategy.

    Reinforcing multiliteracies through design activities

    This study investigated the effects of two design principles as prescribed by the cognitive theory of multimedia learning on the situational interest of adult learners in a multimedia-based continuing education training program. One hundred and two adult learners employed by an emergency medical service were randomly assigned to one of three training groups designed to follow modality and redundancy design principles: animation-text

    animation-narration

    and animation-narration-text. A pretest was administered to participants in segments and presented to participants intermittently during the content in an attempt to reduce unintentional negative effects on interest

    and a posttest was administered after participants submitted the self-reporting survey intended to measure situational interest in a multimedia-learning environment. An ANOVA was used to analyze the differences in situational interest between the groups

    and independent t-tests were used to evaluate differences. The results of the study indicated that combinations of animation

    narration

    and text do influence the situational interest of learners. These results highlight the importance of carefully considering how to design multimedia environments for maximum impact on learners and specifically the implications of violating the redundancy design principle.

    Effects of redundancy and modality on the situational interest of adult learners in multimedia learning

    Those who do not learn history

    even educational technology history

    are doomed to repeat it. Every windshield has a rear-view mirror: using historical trends can yield lessons and guidance as we navigate the future. Take for instance MOOCs and their relatively rapid rise to popularity and fame in practice

    predictions

    and scholarship. Existing literature on MOOCs generally does not predate 2008 in terms of historical foundations. However

    this approach fails to look beyond the immediate past

    assuming a brave new world in massive

    open

    distance learning which actually has existed for over a century. To address this shortsighted view

    we present a brief history of educational radio

    making the case for this medium as the first MOOCs and draw upon the literature around this medium to present a cautionary tale and lessons from which we might learn going forward.

    All things considered: Educational radio as the first MOOCs

    In theory

    a quality education involves multiple facets

    including but not limited to content knowledge and twenty-first century skill development such as creativity. Applications for creative projects in classrooms take many forms

    from solar system dioramas in elementary science to poetry writing in secondary language arts. However

    the emphasis on creativity and its development typically falls to art teachers and art education programs. The emergence of makerspaces and other approaches to project-based learning and problem-based learning

    learning environments serve as examples of practical applications for creative

    interdisciplinary learning experiences. Exploring ways in which educators design

    develop

    and implement creativity-based learning experiences and promote innovative design reveals recommended practices and suggestions for both classroom assessment and research to evaluate adoption and outcomes.

    Designing for creativity in interdisciplinary learning experiences

    What do medical professionals

    local government officials

    and preservice teachers have in common? These learners often have regulated initial and continuing education requirements that require special considerations. For some

    the content of the learning experience must include specific regulatory and legal information. For others

    the content may be particularly sensitive

    requiring a delicacy with respect to content presentation not often encountered in other learning designs.\n\n\nLearning designed for these audiences represent high stakes contexts that involve high risk if executed poorly and/or hold inherently high value for the learners. Misleading or misrepresented information can result in legal ramifications for and to these designers and their learners. Complicating the high stakes design constraint

    these designers often find themselves designing their learning for online delivery.

    Introduction to the special section on high stakes online learning design cases

    Maintaining and increasing intrinsic motivation in multimedia learning environments is a challenge. When we fail to adequately address the issue of motivation and interest

    learners either choose to stop attending the lesson or fail to return for subsequent lessons. However

    research provides guidance on how to create designs that motivate and capture interest. Designs that use varying combinations of animations

    text

    and narration have been shown to positively impact motivation. Although there are design principles to provide guidance

    there remains a question of how to measure the impact on learner interest. The current review of literature examines the possible application of theory related to situational interest and proposes a modified survey adapted from the Situational Interest Survey to use in evaluating the effects of multimedia design on the interest of learners.

    Multimedia design and situational interest: A look at juxtaposition and measurement

    Survey of instructional design models

    5th ed.

    Augmented reality (AR) is a tool that holds much promise in terms of its application for educational purposes. However

    despite the fact that the hardware needed to access AR is becoming ubiquitous in classroom environments

    AR’s use in educational settings is diffusing at a slow pace. Several challenges are present for educators interested in adopting AR in their instructional environments but they are not insurmountable. Increasing hardware availability as well as software advances are affording more instructors access to the tools needed to design

    develop

    and implement AR in and around their classroom. This paper first identifies a conceptual definition of AR that can be easily applied across contexts and then outlines several guidelines for instructors looking to implement AR learning experiences at a classroom level.

    Implementing augmented reality in the classroom

    Researchers and practitioners have spent the past 50 years attempting to define and create models of design with the intent to improve instruction. As part of a joint

    inter-university project

    Barson (1967) defined instructional development as the systematic process for improving instruction. Perhaps most interesting about this project and subsequent report is the caution that many different conditions influence learning

    including the use of media

    and that generalizing any sort of model would potentially be hazardous at best and disastrous at worst. Shortly thereafter

    however

    Twelker

    Urbach

    and Buck (1972) noted that a systematic approach to developing instruction was an increasingly popular idea

    but cautioned that instructional design (ID) methods varied from simple to complex. These historical observations predicted the reality that every instructional design project is unique every time with no two projects ever progressing through the process identically. These differences

    sometimes subtle while at other times significant

    have given way to literally dozens of different models used with varying popularity in a wide variety of learning contexts.

    Instructional design models

    Online education for K-12 students has grown rapidly over the past decade. Approximately four million K-12 students enroll in one or more online courses each year. Because online learning is expanding into K-12 settings

    teacher education programs need to prepare preservice teachers to be successful in these areas. This paper describes the design and initial implementation of a graduate certificate program in online instruction developed to help pre- and in-service teachers gain these skillsets. In addition to overviewing courses required for this certificate

    the paper describes how the program has attracted attention beyond the college of education to include students from multiple disciplines. These diverse voices enrich the exploration of online teaching among all learners.

    Preparing teachers for online instruction with a graduate certificate program

    Suzie Young

    In this chapter

    the authors distinguish between blended and online learning settings

    discuss a variety of types of learner assessment

    describe contemporary trends

    challenges

    and recommendations for the effective assessment of learning in blended and online courses

    and offer several recommendations for future research. The content targets teachers

    instructional designers

    administrators

    and program managers of K-12 blended and online learning settings. Suggestions are offered for using web-based communication tools for feedback and assessment in blended settings. The authors conclude with a discussion of implementation topics associated with assessment in these learning environments that deserve additional attention and consideration.

    Learner assessment in blended and online settings

    If you could design a makerspace

    what would it look like and whom would it serve? How does location fit into your planning? What about expertise? How will you sustain your facility? Last

    but certainly not least

    how will you staff the makerspace and how does programming or mission impact staffing? At the University of Wyoming

    conversations about the maker movement became a reality when we opened a makerspace for teacher education in the College of Education. From initial design to the funding of the space and our teacher education mission

    this design case chronicles the processes

    considerations

    and decisions we faced that may help others who find themselves in a similar situation.

    An evolving makerspace for teacher education

    Ibrahim Gashim

    Tahani Ibrahim Aldosemani

    Using principles of Oldenburg's concept of third place to characterize sense of community

    this paper establishes a framework for the creation of sustainable

    informal learning communities that promote dialogue and interpersonal relationships. This paper discusses Oldenburg's theory of third place

    presents a framework to implement online third place communities in educational settings

    and offers examples

    recommendations and implications for future research. This paper provides a framework for third place development in online learning environments. We propose that virtual third places can meet all criteria established by Oldenburg. The development of virtual third places only occurs over time and violations of third place characteristics are part of the development process. However

    these violations should be eliminated over time through continuous evaluation

    modification

    and implementation of the space

    users

    activities and organizational needs

    goals and resources.

    Developing third places to foster sense of community in online instruction

    Natasha Trujillo

    Existing research highlights conflicting results attempting to capture gender preferences with respect to unimodal versus multimodal designs in online learning. As online learning continues to expand

    more research examining the role of gender in multimedia design holds considerable potential. However

    the presence of multimedia in online learning contexts presents a more complex problem when taking into consideration the concept of learner interest. The current study sought to investigate gender differences in situational interest (SI) with respect to three different but related designs of an online

    multimedia learning environment for continuing

    professional education in emergency medical services. The content in these designs was identical

    but applied different combinations of the redundancy and modality multimedia principles. A two-way analysis of variance was used to examine the types of SI by gender and type of multimedia design. While no significant difference or interaction effect was identified between gender and triggered SI

    an interaction effect was observed for females and the different multimedia designs. Specifically

    females reported a higher maintained SI when animation

    narration and text were effectively combined. The findings of this study provide insight into best practices for instructional and media designers developing multimedia learning environments as well as future research implications.

    An examination of gender and situational interest in multimedia learning environments

    In conjunction with the Mary Garland Early Career Fellowship

    I am working to launch a makerspace at the University of Wyoming that provides support and professional development to teachers across the state of Wyoming. This space will be available for all school districts

    teachers

    and students to use from design-based learning activities to equipment loaning and support.

    On the Rail

    On the Rail is a proposed hidden-object

    puzzle adventure game that explores learning objectives related to the Civil War through the context of the Underground Railroad. The game is set so that players have the opportunity to select their playing perspective based on gender (male or female) and status (plantation owner's child or slave child). Perspective influences interactions with non-player characters. The objective is to assist a slave family with escaping from a plantation in Milledgeville

    GA and reaching a checkpoint in Columbia

    SC while eluding capture from Confederate troops as General Sherman marches from Atlanta to Savannah.

    Regene Logan

    Gaming & Creativity

    This T.A.D. Talk by Tonia A. Dousay was filmed as part of an assignment for EPSY 8160 at the University of Georgia. It explores the concepts of creativity and cognition within the context of a project called GameWerks where kids (11-17) get to design and develop educational video games.

    Three Minute Thesis™ Finalist

    Tonia Dousay presents her entry in the 1st Annual UGA 3MT Competition

    titled \"Effects of Multimedia Design Principles on Situational Interest of Adult Learners.\"\n\n\nThe Three Minute Thesis (3MT™) is a research communication competition developed by The University of Queensland. The exercise develops academic

    presentation

    and research communication skills and supports the development of students' capacity to effectively explain their research in language appropriate to an intelligent but non-specialist audience. Doctoral students have three minutes to present a compelling oration on their dissertation topic and its significance. 3MT™ is not an exercise in trivializing or 'dumbing-down' research but forces students to consolidate their ideas and crystalize their research discoveries.

    AECT 2014 International Convention Co-Planner

    The AECT International Convention Co-Planner works with the President Elect to coordinate the convention call for proposals

    proposal reviewing and selection process with division/special interest group unit planners

    keynote speaker selections

    Presidential Session selections

    Featured Research session selections

    and overall convention scheduling. AECT14 features 10 Presidential Sessions

    8 Featured Research sessions

    2 keynote speakers

    and nearly 200 concurrent sessions across 17 division/special interest groups.

    Tonia A.

    Dousay

    University of Wyoming

    NATIONAL ASSOCIATION OF AGRICULTURAL EDUCATORS INC

    Texas A&M University

    Association for Educational Communications & Technology

    James Madison University

    Texas A&M Engineering Extension Service

    Blinn College

    University of Idaho

    MoWerks Learning

    Drafted quality assurance documentation for instructional projects\nDesigned interactive

    multimedia rich curriculum and assessments

    Instructional Design Consultant

    Athens

    Georgia Area

    MoWerks Learning

    Taught Business Communications course\nUpdated curriculum

    Instructor

    Bryan/College Station

    Texas Area

    Blinn College

    Moscow

    ID

    Taught courses in research methods

    teacher education

    and instructional design\nConducted and mentored research in creativity

    technology integration

    and media engagement

    Assistant Professor

    University of Idaho

    Moscow

    ID

    Teach courses in research methods

    teacher education

    and instructional design\nConduct and mentor research in creativity

    technology integration

    and media engagement

    Associate Professor

    University of Idaho

    Cheyenne

    Wyoming Area

    Taught courses in Learning

    Design

    & Technology\nConducted research in creativity

    PBL

    makerspaces

    and design

    Assistant Professor

    University of Wyoming

    Distribute social media posts from divisions and leadership across four platforms\nSupport social media strategic planning for daily operations and special events

    Social Media Editor

    Association for Educational Communications & Technology

    Online

    Taught Instructional Technology (LTLE 370)\nTaught Information in a Contemporary Society (LTLE 150)

    Adjunct Instructor

    James Madison University

    Washington D.C. Metro Area

    Designed and created electronic annual report [website]\nDesigned and created annual awards presentation

    Communications Intern

    NATIONAL ASSOCIATION OF AGRICULTURAL EDUCATORS INC

    Assisted faculty with converting classroom materials for online delivery\nMaintained Ag Program Distance Learning website

    Tech Coordinator

    Bryan/College Station

    Texas Area

    Texas A&M University

    Moscow

    Idaho

    United States

    Associate Dean of Accreditation and Inclusion

    University of Idaho

    Created eLearning design and development standards\nManaged eLearning development team

    eLearning Manager

    Bryan/College Station

    Texas Area

    Texas A&M Engineering Extension Service

    Coordinated design and development of instructional materials\nDesigned graphics and supplemental content for instructional materials

    Instructional Designer

    Bryan/College Station

    Texas Area

    Texas A&M Engineering Extension Service

    SIG Maker\nSIG Creativity\nSIG Social Media

    Society for Information Technology and Teacher Education (SITE)

    International Society for Technology in Education (ISTE)

    American Society for Training & Development (ASTD)

    Intern Coordinator ■ Jul 2013 – October 2016\nAwards Committee ■ Nov 2013 – Nov 2017\nLeadership Development Committee ■ Jul 2013 – Present\nNomination Committee ■ Nov 2015 – Jul 2016\nDivision of Distance Learning President-Elect ■ Nov 2015 – Oct 2016\nDivision of Distance Learning President ■ Oct 2016 – Nov 2017\nDivision of Distance Learning Past President ■ Nov 2017 – Present

    Association for Educational Communications and Technology

    Texas Distance Learning Association (TxDLA)

    Eastern Educational Research Association (EERA)

    eLearning Guild

    The Safe Space program at UGA is a three and a half hour training for faculty

    staff

    and students who are interested in learning about gender and sexual identity

    homophobia

    heterosexism

    and how they can provide support and work toward being an ally for the LGBT community.

    UGA Safe Space

    E-Learning Council

    Association for Educational Communications and Technology

    IAP-DDL Distance Education Best Practices Award

    Association for Educational Communications and Technology

    NSF Early Career Sympoisum

    Association for Educational Communications & Technology

    Advocacy Award

    International Society for Technology in Education (ISTE)

    IAP-DDL Distance Education Best Practices Award

    Association for Educational Communications and Technology

    Mary Garland Early Career Fellowship

    University of Wyoming College of Education

  • 2009

    PhD

    Learning Design & Technology

    Kappa Delta Pi

    Graduate Researchers in Educational Psychology & Instructional Technology

    Instructional Technology Students Association

    SafeSpace

    Association for Educational Communication & Technology

    Eastern Educational Research Association

    The University of Georgia

  • 1999

    M.S.

    Agricultural Education

    Educational Technology

    Kappa Delta Pi

    Ag Education Graduate Student Society

    Graduate Student Council

    Aggie ALLY

    Texas A&M University

    Google Educator - Level 2

    Google

    Google Certified Innovator

    Google/CUE

    Google Certified Trainer

    Google

  • 1994

    B.S.

    Agricultural Science

    Alpha Phi Omega

    Ag Education Peer Advisors

    Texas A&M University

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    Tonia Dousay at Saturday U - Teaching with Robots: Math and Science

    Tonia Dousay

    Assistant Professor of Instructional Technology

    College of Education

    at University of Wyoming

    presented Teaching with Robots: Math and Science during the Spring Saturday U. The event took place at the National Museum of Wildlife Art in Jackson

    WY on March 7

    2015. Without practical application

    science and mathematics are just abstract concepts.

    Tonia Dousay at Saturday U - Teaching with Robots: Math and Science

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ITEC 236002

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