Research and Scholarly Activity Descriptions
Experiential Learning Scholarly Activity Example
This interactive workshop introduces participants to Miro, a versatile online collaborative whiteboard platform, and explores its applications in academic and professional settings. The session begins with an overview of Miro's features and benefits, particularly its use in production, academics, and remote design work. Participants will learn about Miro's free academic accounts and see real-world examples of its application in digital rendering and organizational tasks.
The workshop includes a hands-on demonstration of Miro's key features, including board creation, template usage, and media integration. Participants will have the chance to explore the platform independently and collaboratively, engaging in activities like icebreakers and a creative design exercise based on a poem. The session emphasizes Miro's capacity to facilitate non-linear research, foster connections, and enhance visual communication.
By the end of the workshop, attendees will gain practical experience with Miro, understand its potential for enhancing collaboration and creativity, and be equipped to implement this tool in their own academic or professional environments.
Research-Based Scholarly Activity Example
This quantitative experimental study examines the impact of AI-generated imagery on undergraduate theatrical design students' self-perception of their visual communication skills. Specifically, it compares students' perceived abilities when using traditional research image collection methods versus Adobe Firefly, an AI image generation tool. The study employs a one-shot case study design, where participants complete two design projects - one using traditional methods and one using Adobe Firefly. Self-perception data is collected through Likert scale surveys administered after each project. The sample consists of undergraduate theatrical design students recruited through convenience sampling from multiple universities. Data analysis includes t-tests to compare means between the two conditions and ANOVA to assess variance in survey results. This research aims to provide insights into the potential effects of AI tools on design education and students' confidence in their visual communication abilities. Results may inform curriculum development and the integration of AI technologies in theatrical design programs.
Research Presentation Example
This undergraduate research project examines the relationship between social media use, sleep quality, and academic performance among college students. Social media platforms are deeply integrated into the daily lives of young adults, with many students spending several hours per day on apps such as Instagram, TikTok, and X (formerly Twitter). While previous research has linked excessive screen time to poor sleep outcomes, less is known about how specific patterns of social media engagement (e.g., nighttime scrolling, frequency of notifications, and emotional investment) affect students’ academic functioning.
This presentation will share key findings from both the survey and focus group data, highlighting the nuanced ways social media engagement influences students’ well-being and success. The study has practical implications for educators, mental health professionals, and students themselves, as it suggests that interventions promoting healthy social media habits and improved sleep hygiene could support better academic outcomes.
As an undergraduate-led project, this research emphasizes the importance of peer perspectives in understanding technology’s role in student life. The presentation will conclude with a discussion of future research directions, including experimental studies on reducing late-night social media use, and recommendations for campus-based programs that address sleep and technology wellness.
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