137 research outputs found

    Using multimedia microworlds to motivate and engage adult learners

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    As educational institutions come under increasing pressure from outside forces to restructure the way students learn, efforts are being made by researchers to find ways to assist students to learn through independent thought and to solve problems in a resource-based, self-paced environment. Such an environment needs to be sufficiently interesting and novel to motivate students who begin to use it, and to continue to engage them as they progress through it. This study has sought to identify what such a learning environment needs to encompass in order to motivate and engage adult learners so that they will not only want to use it, but use it extensively. Eight attributes of motivation and engagement were identified from the literature, these being: immersion; reflection; flow; collaboration; learner control; curiosity; fantasy; and challenge. A module in a finance unit traditionally viewed by the students as boring and unengaging was selected, and a review of student and content needs was conducted. An interactive learning environment in the form of a microworld with gaming elements was designed and developed to incorporate the eight learner effects, and this was then trialed with a small group of finance students. The trial forms the basis for this thesis. The study was conducted using a combination of ethnographic action research and grounded theory as these allowed the researcher to focus on a specific problem relevant to the actual situation and allowed patterns in observations to be detected. The study used descriptive methodology to report what actually happened whilst looking for relationships between design elements, with cross-sequential sampling overcoming the problems of mono-operation bias. The results from these data gathering exercises suggested that the eight learner effects did, in fact, contribute to motivation and engagement in varying degrees. The program represented the unit content in a multiplicity of ways, ensuring that the individual learning styles of the students were accommodated. The study showed that students adapted differing navigational methods to progress through the program, but having settled on a path tended not to deviate from that path throughout each phase of the program. The study also highlighted the fact that such an environment is probably more effective in promoting incidences of reflection and higher order thinking among collaborating students, although, with sufficient scaffolding elements built into the program, students working in isolation may achieve some of the same effects from collaboration with the program itself. Another effect of using the microworld was that students could relate their learning back to their everyday lives, as well as place themselves into the environment. These factors, combined with the gaming elements, created an environment that caused an increase in positive attitudes among both the male and the female students. The results of this research have many implications for the future design of interactive learning environments for adults. It is already well documented that adult learners like resource-based, self-paced learning that is available at their convenience, but this research has identified some of the elements necessary to motivate adult learners to use such a program, to maintain their interest in the content during the whole time they are using the program, and to create a desire to continue learning about the topic long after they have completed the program. There are several imperatives driving the development of interactive instructional multimedia in the university environment. Among them are increased numbers of students, a reduction in the available face-to-face teaching time, and a growing. number of students who are demanding a more flexible way of learning. The results of this study show that interactive multimedia is a viable option for this style of teaching and learning, but the design should incorporate certain elements and principles in order for the students to be motivated sufficiently to use it. These design elements are generalisable to the design of multimedia for a wide variety of courses and topics

    Ongoing Themes in Psychology and Culture

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    Selected Papers from the Sixteenth International Congress of the International Association for Cross-Cultural Psychology, 2002, Yogyakarta, Indonesia. (c) 2004, International Association for Cross-Cultural Psychologyhttps://scholarworks.gvsu.edu/iaccp_proceedings/1007/thumbnail.jp

    Idaho National Laboratory LDRD Annual Report FY 2012

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    Language impairment and colour categories

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    Goldstein (1948) reported multiple cases of failure to categorise colours in patients that he termed amnesic or anomic aphasics. these patients have a particular difficulty in producing perceptual categories in the absence of other aphasic impairments. we hold that neuropsychological evidence supports the view that the task of colour categorisation is logically impossible without labels

    Self-Directed Learning

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    This book on self-directed learning (SDL) is devoted to original academic scholarship within the field of education, and is the 6th volume in the North-West University (NWU) SDL book series. In this book the authors explore how self-directed learning can be considered an imperative for education in a complex modern society. Although each chapter represents independent research in the field of self-directed learning, the chapters form a coherent contribution concerning the scholarship of self-directed learning, and specifically the effect of environmental and praxis contexts on the enhancement of self-directed learning in a complex society. The publication as a whole provides diverse perspectives on the importance of self-directed learning in varied contexts. Scholars working in a wide range of fields are drawn together in this scholarly work to present a comprehensive dialogue regarding self-directed learning and how this concept functions in a complex and dynamic higher education context. This book presents a combination of theory and practice, which reflects selected conceptual dimensions of self-directed learning in society, as well as research-based findings pertaining to current topical issues relating to implementing self-directed learning in the modern world. The varied methodologies provide the reader with different and balanced perspectives, as well as varied and innovative ideas on how to conduct research in the field of self-directed learning

    How culture might constrain color categories

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    Complex Problem Solving and Organizational Psychology: Of Nomological Networks, Microworlds, and Interdisciplinary Dialogue

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    The founding fathers of Complex Problem Solving (CPS) research utilized the advent of computer-technology to connect problem solving research to the affordances of everyday life. During the last decades, this tradition has led to a thriving field of CPS research with interesting implications for a number of applied settings. The goal of this thesis is (re-)connecting CPS research to a specific area of application: Organizational Psychology (OP). To this end, the first core paper of the thesis explores the relation of CPS to one of the most important psychological constructs in OP, namely intelligence, thereby complementing the nomological network of the construct (Chapter 2). The second core paper of the thesis is closer aligned with the practical side of utilizing a construct in OP and considers the valid and reliable assessment of CPS with the help of finite state automata (Chapter 3). The third core paper of the thesis builds on this foundation in terms of construct and assessment and explores the connections between CPS and OP in a discussion of researchers and practitioners from both fields (Chapter 4). In summary, the thesis aims at complementing the current state of insights within CPS research in light of an application in OP and the start of an exchange between both domains
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