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1.
Despite the growing interest in digital game-based learning (DGBL), there has been a lack of attention paid to the effects of individual differences, such as gaming flow experience and gender differences, in a reward-based achievement system. To this end, this study developed an achievement system with a reward mechanism to facilitate English learning. This study investigated how individuals’ gaming flow experience levels affected their levels of learning motivation, and whether any gender differences existed in gaming flow experience and learning motivation while engaging in the achievement system. The results showed that gaming flow experience significantly predicted learning motivation, whereby the students with high gaming flow experience were six times more likely to have high learning motivation than those with low gaming flow experience. Subsequent analysis showed that the female students had significantly higher gaming flow than the male students, but the male and female students showed similar learning motivation. Furthermore, the results indicated that the male students achieved more interactive rewards than the female students, but no significant differences were found in the male and female students’ achievement of other types of rewards. Based on these findings, the authors contribute to the literature by developing a framework which can be applied to support designers to accommodate individual differences in DGBL.  相似文献   

2.
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also investigated the gender and grade differences as well as the types of potential clusters of flow experiences and performance. Thirty-four elementary school students participated in this study. This study conducted correction analysis, difference analysis and a two-stage cluster analysis. The findings suggested that the students with higher flow experiences tended to have higher learning performances. The results of gender differences showed that female students had high performance scores and great flow experiences in the mini-educational game in this study. Moreover, the results revealed that the students of higher grade had significantly higher scores in both performance and flow experience than the students of lower grade. The result of cluster analysis fell into three categories: low performance/low flow experience students, high flow experience students and high performance/high flow experience students. On the basis of our findings, we also proposed suggestions for future game-based learning research.  相似文献   

3.
In this article, we focus on three aspects of students' prior experiences of learning: evoked conceptions of learning, evoked motivation and evoked self-efficacy. We show how, for a first-year undergraduate population, these three aspects of evoked prior experience relate to students' approaches to learning and their perceptions of the learning environment as well as to their previous schooling, their gender and the broad discipline area in which they are studying. In doing so, we confirm that evoked prior experiences are distinct and measurable and can be used to better understand the ways in which students experience learning in higher education.  相似文献   

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ABSTRACT

This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning process). Surveys and a semi-structured open questionnaire were used for data collection, including a basic information questionnaire (to understand the participants’ backgrounds), a questionnaire on learning motivation (the Motivated Strategies for Learning Questionnaire, MSLQ), a test of learning achievements in mathematics, and a semi-structured open-ended questionnaire (to understand the learners’ feelings). Quantitative analysis results showed that flipped classrooms integrated with MOOCs and game-based learning can enhance students’ learning motivation and outcomes. Specifically, compared with students with high self-confidence in learning mathematics, students with low and medium levels of self-confidence showed significantly greater improvement in overall learning motivation. Significantly more enhancements were found for the expectation component of “soldiers” (students with relatively lower learning achievements) than for “generals” (students with higher learning achievements). Furthermore, students in the eighth grade showed significantly greater progress in academic performance than did students in the seventh grade.  相似文献   

6.
Course experience, motivational beliefs, and self-regulated learning strategies may be considered to be important indicators of education quality. Inmates taking education in prison may also experience particular problems related to the learning environment and to their own learning difficulties. The present study investigated the level of these variables and the relationship between them among 534 inmates under education in Norwegian prisons. The results showed that the prison inmates are generally quite satisfied with the education quality, that they are highly motivated, and use appropriate learning strategies. However, many of them experience that problems such as lack of access to computer equipment and the security routines in prison interfere with their education. A structural equation modelling (SEM) analysis showed that motivational beliefs were mediators between course experience and self-regulated learning strategies. These findings were discussed with respect to improvement of the education quality in prisons and to theoretical issues with relevance beyond the prison context.  相似文献   

7.
Learner agency plays a key role in self-regulated learning. Yet, there is a paucity of research into its role in the distance learning context. Using reflective narratives written by a distance learner of English in China, this longitudinal case study aims to investigate the ways in which learner agency mediates the language learning in the distance mode. Findings from the study suggest that agency has a major impact on learners’ self-efficacy, identity, motivation, and metacognition—four constructs which are instrumental in determining language learning success, in particular in the distance learning context. Analysis of the data indicates that positive changes in these four constructs, in turn, lead to further agentic engagement, hence forming a virtuous circle of mutual enhancement. Implications are discussed in relation to fostering distance learners’ goal awareness, enhancing their self-efficacy, maintaining their motivation, and encouraging metacognitive efforts.  相似文献   

8.
The present study examined the relationship between students’ perceptions of distributive and procedural justice in a college course and student motivation concerning the course, affective learning in the course, and aggression toward the course instructor. Although student perceptions of both distributive and procedural justice were positively correlated with student motivation and affective learning and negatively correlated with student aggression toward the course instructor, multiple regression analyses indicated that only perceptions of procedural justice predicted the three criterion variables at a statistically significant level while distributive justice perceptions did not. Implications and suggestions for future research in classroom justice are offered.  相似文献   

9.
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: mastery-goal instructions, which prompt learners to develop skills or master new knowledge, and performance-goal instructions, which are frequently used in game environments and which encourage individuals to demonstrate their ability to succeed, particularly by surpassing others. Results showed that a mastery-goal instruction elicited deeper learning (as assessed with a transfer task) than a performance-goal instruction. No effect of instruction was observed on either learning (demonstration consultation) times at the start of the game or on training task (solving riddles) performances during it. These results are discussed in terms of learning processes. This study demonstrates that mastery goal-oriented instructions can promote active processing of educational content in a serious game environment.  相似文献   

10.
This study examined the interrelationship between student learning experiences and study behaviour in explaining academic achievement. The participants were 541 final year students from a university in Hong Kong. Students' learning experiences and study behaviour were measured using the Course Experience Questionnaire and the Learning and Study Strategies Inventory. Structural equation modelling demonstrated that different learning experience factors have differential influences on student study behaviour. Students' perception of teaching quality and generic skills development were found to be most influential in terms of motivation and attitude towards study, which were most predictive of academic performance. The implications for curriculum design and instructional practice on university student learning are discussed.  相似文献   

11.
The School of Engineering at Universidad Europea de Madrid (UEM) implemented, starting in the 2012–2013 period, a unified academic model based on project-based learning as the methodology used throughout the entire School. This model expects that every year, in each grade, all the students should participate in a capstone project integrating the contents and competencies of several courses. This paper presents the academic context under which this experience has been implemented, and a summary of the work done to design and implement the Project-Based Engineering School at the UEM. The steps followed, the structure used, some sample projects, as well as the difficulties and benefits of implementing the programme are discussed in this paper. The results are encouraging as students are more motivated and the initial set objectives were accomplished.  相似文献   

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培养学生的自主学习能力,使学生成为会学习的人,对学生的终身学习极为重要。本文首先阐述了培养学生自主学习能力的必要性,然后主要对自主学习能力培养的实施进行以下阐述:激发学习动机,提高自我效能感;帮助学生自主制定计划和目标;指导学生自我学习、自主解决问题、自主评价,实现自我发展。  相似文献   

14.
学习动机问题是大学生经常遇到的学习心理问题之一。本文对学习动机问题的类型进行了总结,然后分别对学习动机不足和学习动机过强的原因进行了分析,浅析大学生学习动机问题及其调试,并提出了相应的调适策略。  相似文献   

15.
An experimental design was adopted in the present study to cross-compare the effect of two formative assessments, namely peer assessment (PA) and teacher assessment (TA), with summative assessment (SA) on the improvement of language learners’ writing skill and self-efficacy. Writing excellence was operationalized by structural (grammar), lexical (word choice), and discoursal (cohesion and coherence) well-formedness. Furthermore, focused group interview was run to elicit the learners' attitudes and preferences toward type of assessment. Three cohorts of proficiency-matched language learners sat for a semester-long experimentation (20 sessions × 90 min = 30 h) and three testing sessions. The results revealed that PA group significantly improved in the writing skill, but TA and SA groups did not. Self-efficacy was not enhanced in any of the assessment groups under study. The interviews and follow-up member checkings indicated that the pupils did not have positive attitudes toward PA and preferred TA. Among the sources of this disfavor, they referred to misunderstanding, lack of knowledge or attention, tiredness, poor handwriting of the assesse, shyness, friendship bias, and even feeling not qualified enough to judge their peers’ tasks. Overall, then, the study reported a mismatch between the students’ actual performance and attitudinal beliefs under different assessment conditions, implying that (a) Iranian students are more inclined toward teacher-dominated pedagogies and (b) triangulation of assessment modes provides more reliable optimal results.  相似文献   

16.
Learning persistence in a cyber-learning environment is not only an index determining the success or failure of individual learners but also a source of important information to establish the management direction of educational programs in an organization. Accordingly, learners need to be motivated to continue to grow in order to ensure both qualitative improvement and quantitative growth of cyber learning. However, previous research on successful and continuous learning has considered the factors relevant to learning persistence independently from satisfaction and only investigated the correlation and prediction, rather than examining the comprehensive causal relationships. Accordingly, the current study established self-regulated learning as an exogenous variable, and learning flow, satisfaction, and learning persistence as endogenous variables. We investigated the structural causal relationships among these variables by using structural equation model (SEM). We collected data from 594 students in W Cyber University and conducted surveys regarding self-regulated learning, flow, satisfaction, and learning persistence. In the study results, the self-regulated learning ability of cyber-university students directly affected learning flow (β = .420), learning flow directly affected satisfaction, and learning flow (β = .464) and satisfaction (β = .354) directly affected learning persistence. The SEM results showed that learning flow intermediated between self-regulated learning ability and satisfaction and between self-regulated learning ability and learning persistence. In addition, satisfaction intermediated between learning flow and learning persistence. In the concluding remarks, we suggest the necessary strategies for planning and managing a successful learning process for effective cyber education.  相似文献   

17.
Dornyei动机三层次模式是继Gardener和Lambert社会心理模式后的最有影响的第二语言习得的动机学习理论模式。本文拟从介绍Dornyei的动机框架着手,分析其三层面动机因素在军校大学英语学习中的运用,以及对教学改革中的启发。  相似文献   

18.
The impact of innovative assessment on student experience in higher education is a neglected research topic. This represents an important gap in the literature-given debate around the marketisation of higher education, international focus on student satisfaction measurement tools and political calls to put students at the heart of higher education in the UK. This paper reports on qualitative findings from a research project examining the impact of assessment preferences and familiarity on student attainment and experience. It argues that innovation is defined by the student, shaped by diverse assessment experiences and preferences, and therefore its impact is difficult to predict. It proposes that future innovations must explore assessment choice mechanisms which allow students to shape their own assessments. Cultural change and staff development will be required to achieve this. To be accepted, assessment for student experience must be viewed as a complementary layer within a complex multi-perspective model of assessment, which also embraces assessment of learning, assessment for learning and assessment for lifelong learning. Further research is required to build a meta-theory of assessment to enhance the synergies between these alternative approaches and minimise the tensions between them.  相似文献   

19.
The combining of subject areas or disciplines, referred to in this article as curriculum integration, has been recognised as being linked to high levels of student motivation and learning. Sheryl MacMath of the University of Toronto, Jillian Roberts of the University of Victoria, and John Wallace and Xiaohong Chi of the University of Toronto discuss the findings of their case study (n = 23 students) based in a Canadian secondary school where an integrated unit on energy was taught to pupils identified as being ‘at risk’ of not completing high school. Teacher and student interviews, classroom observations and surveys were used in the case study to investigate student motivation and learning. Results from the study illustrate that students experienced higher levels of motivation and academic success compared to work on previous units. The authors explore how higher levels of student self‐efficacy were also recorded due to the repetition of content in different classrooms and across different contexts. The authors argue that further research in this area should examine more than student learning and motivation and highlights the need to focus specifically on opportunities for successful academic experiences where student efficacy is increased.  相似文献   

20.
This article presents an overview of the findings of a recently completed study exploring the potentially transformative impact upon learners of recognition of prior informal learning (RPL). The specific transformative dimension being reported is learner identity. In addition to providing a starting point for an evidence base within Scotland, the research findings have the potential to enhance future development within the recognition of prior informal learning area, in particular in higher education institutions (HEIs) and across the sector. A qualitative case study using a constructionist approach is utilised to develop contextual understandings of the learner experience of RPL. The study identifies connections between the RPL process and the development of learner identity. Semi-structured interviews with RPL learners provided rich data. This study asserts that learner identity fluctuates throughout learners’ experiences and therefore the development of learner identity is not linear but nonetheless that identity changes as part of the RPL process. A number of issues ultimately impact upon learner identities, including the role of RPL advisors and RPL mechanisms and processes. This research concludes that RPL has the potential to be transformative for some learners and identifies some areas worthy of further exploration.  相似文献   

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