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Creators/Authors contains: "Payne, Linda"

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  1. Abstract In contrast to traditional views of instructional design that are often focused on content development, researchers are increasingly exploring learning experience design (LXD) perspectives as a way to espouse a broader and more holistic view of learning. In addition to cognitive and affective perspectives, LXD includes perspectives on human–computer interaction that consist of usability and other interactions (ie—goal-directed user behavior). However, there is very little consensus about the quantitative instruments and surveys used by individuals to assess how learners interact with technology. This systematic review explored 627 usability studies in learning technology over the last decade in terms of the instruments (RQ1), domains (RQ2), and number of users (RQ3). Findings suggest that many usability studies rely on self-created instruments, which leads to questions about reliability and validity. Moreover, additional research suggests usability studies are largely focused within the medical and STEM domains, with very little focus on educators' perspectives (pre-service, in-service teachers). Implications for theory and practice are discussed. 
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  2. Abstract We report findings from an eDelphi study that aimed to explore 16 expert panelists’ perspectives regarding the key attributes of learning experience design (LXD) as it relates to the following: design, disciplines, methods, and theory. Findings suggest consensus was reached regarding LXD’s focus on learner-centrism and incorporating human-centered design practices to design learning environments. LXD practitioners adapt methods and theories from fields such as human–computer interaction and user experience. Implications suggest a need to develop specific methods and theories within our own field. 
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  3. This design case details a data science summer learning experience designed by University of Memphis faculty for HBCU students (NSF #: 1918751) with recruiting assistance provided by LeMoyne-Owen College. The summer learning experience included elements of didactic and collaborative problem-solving during the first five weeks of the internship, followed by a three-week, team-based, problem-solving project using real-world data. While the course was originally designed as a face-to-face learning experience, the impact of COVID-19 necessitated a shift toward online digital spaces. The design case details the opportunities and challenges of STEM online learning and especially underscores the limitations of (a) existing data science technologies for instruction, (b) the shift toward instructional design of materials that supported more self-directed learning, and (c) collaborative problem-solving. Implications for design and practice are also considered. 
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