Janette Hughes

Janette Hughes

Education, Ontario Tech University, Oshawa, Ontario, Canada
orcid

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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13 March 2020 in Technology, Pedagogy and Education
Verified
Journal Article
Closed access
MMMelanie J. Maas
Melanie J. Maas
Janette HughesJanette Hughes
Janette Hughes
This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K–12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented reality (AR) or mixed reality (MR) technologies in the instruction of students in elementary, middle or high school. The literature revealed common themes including collaboration, communication, critical thinking, attitude, engagement, learning, motivation, performance or achievement, and technology (used or proposed). This literature review will contribute to the field by providing clarity on definitions for VR, AR and MR technologies in consideration of educational use, present an overview of the existing research on VR, AR and MR specific to K–12 educational environments and identify future research needs and directions.

6 November 2020 in Nutrients
Verified
Journal Article
Open access
PDF file
HFHannah M. Froome
Hannah M. Froome
CTCarly Townson
Carly Townson
SRSheila Rhodes
Sheila Rhodes
BFBeatriz Franco-Arellano
Beatriz Franco-Arellano
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
The interactive and engaging nature of serious games (i.e., video games designed for educational purposes) enables deeper learning and facilitates behavior change; however, most do not specifically support the dissemination of national dietary guidelines, and there are limited data on their impact on child nutrition knowledge. The Foodbot Factory serious game mobile application was developed to support school children in learning about Canada’s Food Guide; however, its impacts on nutrition knowledge have not been evaluated. The objective of this study was to determine if Foodbot Factory effectively improves children’s knowledge of Canada’s Food Guide, compared to a control group (control app). This study was a single-blinded, parallel, randomized controlled pilot study conducted among children ages 8–10 years attending Ontario Tech University day camps. Compared to the control group (n = 34), children who used Foodbot Factory (n = 39) had significant increases in overall nutrition knowledge (10.3 ± 2.9 to 13.5 ± 3.8 versus 10.2 ± 3.1 to 10.4 ± 3.2, p < 0.001), and in Vegetables and Fruits (p < 0.001), Protein Foods (p < 0.001), and Whole Grain Foods (p = 0.040) sub-scores. No significant difference in knowledge was observed in the Drinks sub-score. Foodbot Factory has the potential to be an effective educational tool to support children in learning about nutrition.

6 March 2017 in The International Journal of Information and Learning Technology
Verified
Journal Article
Closed access
Janette HughesJanette Hughes
Janette Hughes
Purpose: The purpose of this paper is to explore how a small group of adolescents in an alternative care and treatment program develop digital literacy skills over time while immersed in a rich media setting. It also explores how the students use new media tools and affordances to “perform” their identities and to present themselves within their classroom community.Design/methodology/approach: This ethnographic case study research involved seven students from a Canadian alternative school that provides educational programming for students from government approved care, treatment, custody and correctional facilities. Through an integrated arts-based curriculum, with a thematic focus on community and identity, the students used a variety to digital tools and media to create an “All About Me” book.Findings: The students used inquiry-based learning and multiple modes of expression, facilitated by the multimodal, multimedia nature of digital media, including both screen-based and tangibles as essential components of knowing and communicating. The maker pedagogies employed in this intervention facilitated self-directed learning, as well as the development of perseverance and self-confidence.Originality/value: In many work environments individuals are required to have knowledge of emerging technologies, and to employ this expertise in their work. Teaching students how to navigate their way through unfamiliar technology, to reflect on the process, and to communicate effectively, are important in both academics and future work environments. The authors continue to work with this group of students in the STEAM-3D Maker Lab and emphasize learning through discovery, design and the development of important skills such as perseverance, troubleshooting, resilience and collaboration.

1 May 2011 in Journal of Adolescent & Adult Literacy
Verified
Journal Article
Closed access
PDF file
Janette HughesJanette Hughes
Janette Hughes
AKAlyson King
Alyson King
PPPeggy Perkins
Peggy Perkins
VFVictor Fuke
Victor Fuke

17 April 2020 in JMIR Formative Research
Verified
Journal Article
Open access
JBJacqueline Marie Brown
Jacqueline Marie Brown
RSRobert Savaglio
Robert Savaglio
GWGraham Watson
Graham Watson
AKAllison Kaplansky
Allison Kaplansky
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
Background: Early nutrition interventions to improve food knowledge and skills are critical in enhancing the diet quality of children and reducing the lifelong risk of chronic disease. Despite the rise of mobile health (mHealth) apps and their known effectiveness for improving health behaviors, few evidence-based apps exist to help engage children in learning about nutrition and healthy eating. Objective: This study aimed to describe the iterative development and user testing of Foodbot Factory, a novel nutrition education gamified app for children to use at home or in the classroom and to present data from user testing experiments conducted to evaluate the app. Methods: An interdisciplinary team of experts in nutrition, education (pedagogy), and game design led to the creation of Foodbot Factory. First, a literature review and an environmental scan of the app marketplace were conducted, and stakeholders were consulted to define the key objectives and content of Foodbot Factory. Dietitian and teacher stakeholders identified priority age groups and learning objectives. Using a quasi-experimental mixed method design guided by the Iterative Convergent Design for Mobile Health Usability Testing approach, five app user testing sessions were conducted among students (ages 9-12 years). During gameplay, engagement and usability were assessed via direct observations with a semistructured form. After gameplay, qualitative interviews and questionnaires were used to assess user satisfaction, engagement, usability, and knowledge gained. Results: The environmental scan data revealed that few evidence-based nutrition education apps existed for children. A literature search identified key nutrients of concern for Canadian children and techniques that could be incorporated into the app to engage users in learning. Foodbot Factory included characters (2 scientists and Foodbots) who initiate fun and engaging dialogue and challenges (minigames), with storylines incorporating healthy eating messages that align with the established learning objectives. A total of five modules were developed: drinks, vegetables and fruit, grain foods, animal protein foods, and plant protein foods. Seven behavior change techniques and three unique gamified components were integrated into the app. Data from each user testing session were used to inform and optimize the next app iteration. The final user testing session demonstrated that participants agreed that they wanted to play Foodbot Factory again (12/17, 71%), that the app is easy to use (12/17, 71%) and fun (14/17, 88%), and that the app goals were clearly presented (15/17, 94%). Conclusions: Foodbot Factory is an engaging and educational mHealth intervention for the Canadian public that is grounded in evidence and developed by an interdisciplinary team of experts. The use of an iterative development approach is a demonstrated method to improve engagement, satisfaction, and usability with each iteration. Children find Foodbot Factory to be fun and easy to use, and can engage children in learning about nutrition.

27 May 2016 in Digital Experiences in Mathematics Education
Verified
Journal Article
Closed access
PDF file
Janette HughesJanette Hughes
Janette Hughes
GGGeorge Gadanidis
George Gadanidis
CYChris Yiu
Chris Yiu