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Motivation is very important in any kind of human activity. This is especially true in the context of learning. Various educational systems therefore try to incorporate elements, which has motivating effects on their users -- learners (students). Increasingly popular in this domain is employing elements of gamification. In our work, we propose specific type of one of the gamification mechanics --...
In order to successfully deliver Mobile-Based Assessments in any educational setting, it is of great importance to investigate the factors that influence its adoption from the students. The present study aims to explain and predict the Technology Acceptance Model constructs “Attitudes towards Using” (ATU) and “Intention to Use” (ITU) mobile-based assessment from the perspective of the Self-Determination...
This paper reports on a small scale study, involving Greek teachers. It investigates their about exploiting Mobile Learning in class. The contribution of this study for the academic community is that it describes an effort and a methodology to record the target group's misconceptions and misunderstandings, regarding the mobile learning field, thus highlighting their need for training in order to incorporate...
Motivating students has always been the main concern of seasoned and new teachers. This is evident as they plan their lessons meticulously to ensure that their students are actively engaged in some form of activity or preparing for a task. The purpose of the paper is to examine the advantages, obstacles, and impact of using games on student engagement and involvement throughout the learning process...
These days more and more digital learning and teaching opportunities emerge into the world of higher education. In this upcoming project which is described in this paper, the teachers' needs, especially their teaching motivation will be regarded. This project is part of a bigger project, where several different faculties will work together. This combination of faculties is beneficial for topics like...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that...
In this paper we present a new gamified learning system called Reflex which builds on our previous research, placing greater emphasis on variation in learner motivation and associated behaviour, having a particular focus on gamification typologies. Reflex comprises a browser based 3D virtual world that embeds both learning content and learner feedback. In this way the topography of the virtual world...
The purpose of special education for students with intellectual disability is not only to introduce and improve academic skills but mainly to enhance the quality of the children's life and promote their autonomy and self-determination. Games have been used in special education classrooms as tools of gratification and extrinsic motivation. Contemporary game theorists have gone further to suggest that...
The relatively low retention rates of learners have an implication that learners might disengage in a MOOC course. Engagement and motivation always go hand in hand. The elaborate design of strategies to trigger and retain learners' motivation is helpful to increase the rates of course completion. To address this, we applied content analysis method to analyze the micro lecture videos of six courses...
Teaching assistants (TAs) are crucial for student learning, especially in large science, technology, engineering, and mathematics (STEM) programs with student-centered learning environments. To understand TAs' perspectives of their ability to facilitate learning in these environments, this research team conducted a mixed-methods study. This study was set in the First-Year Engineering Program at Purdue...
Students' goal orientations impact their self-regulation, engagement, and achievement in post-secondary STEM courses. But, how students' goal orientations change across a semester and the impacts of these changes have not been extensively studied. Study purposes were to investigate goal orientation change across the semester, associations of goal change with achievement and self-regulation, and associations...
Early analysis does not support a link between students' motivation levels and their survey participation rates, suggesting that repeated sampling throughout a semester may be more capable of documenting a representative cross-section of student experiences than we originally expected.
Understanding student motivation is an essential aspect of effective course design. Since motivations are related to learning outcomes ranging from critical thinking to creativity to lifelong learning, helping students develop positive motivations toward learning is critical for the engagement and success of tomorrow's STEM graduates. In this workshop, we explore the specific roles that instructors...
Despite the recognized importance of self-directed and lifelong learning for today's graduates, the processes by which learners become self-directed, and the roles that pedagogy and learning climate play in these processes, remain unclear. To better understand students' growth as lifelong learners, we conducted a two-year pilot study of engineering students at two institutions. The study approach...
Eccles et al.'s ‘Expectancy-Value Model of Achievement Motivation’ (2000) states that ‘an individual's choice, persistence, and performance can be explained by their beliefs about how well they will do on the activity and the extent to which they value the activity’ [1]. This paper employs Eccles et al.'s theoretical framework to identify performance barriers and facilitators for Scottish college...
In the past, the authors had been analyzing motivation of the learners in programming education using the ARCS assessment metric. This metric had been used in the application experiment in 13 programming courses, and about 1,700 sets of data was collected. From these data, the learners' model, characteristics of the change of motivation, and ways of improving teaching materials had been clarified...
A capacity for self-directed learning (SDL) and lifelong learning is widely recognized as an important outcome for today's engineering graduates. Key to SDL is the development of self-reflection abilities, which enable students to critically evaluate learning tasks and contexts, to adjust and adapt their self-regulatory processes to new environments, and to maintain motivation and persistence in the...
This study aims to evaluate the impact of affective embodied agents (EAs) on students' learning performance in an online tutorial that teaches academic information seeking skills. A hundred and twenty tertiary students from two major universities participated in the between-subjects experiment. The results suggested that the use of affective EAs significantly increased students' learning motivation...
We investigate how storytelling techniques might support students in writing final papers. We suggest a new structure and a new process for student paper production, borrowed from creative writing. We argue that adopting this approach might improve the quality of scientific student papers, increase the satisfaction of writing them and the pleasure of reading them. To test our assumptions we outline...
This paper reports the results of a pilot study with autistic children based on our recent work examining the potential of combining haptic and sonic exploration with a real painting as a tool for neurorehabilitation. The study consisted of seven children with autism exploring a painting enhanced with haptic and sound feedback. Audio-visual and kinematic data were collected to evaluate the participants'...
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