20,062 research outputs found

    The Perceptions of College Faculty Toward Gamification: Opportunities and Challenges

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    Gamification is the use of game elements (storytelling, leaderboard, badges, points, and progress bars), mechanics (rules, objectives and challenges), and game designs in non-game contexts (Deterding, 2012; Kapp, 2012; Wiggins, 2016). The use of gamification in learning environments has been on a steady increase since 2010 (Deterding, 2017). This may be due to the limitations of game-based learning, and the need for specialized instructors (Simoes, Redondo, & Vilas, 2013). However, researchers such as Boer (2014) believe the effects of gamification on students’ engagement and motivation appear lower than expected. This is because studies such as Dichev and Dicheva (2017) indicated that its effect on motivation was lower than anticipated and argued that the design of a successful gamified learning experience that could motivate learning and change behaviors remained a guessing practice. This study used the collective case study method for data analysis and the syntheses of studies from gamification researchers to investigate and understand faculty members’ perceptions of the opportunities and challenges inherent in the use of gamification in adult students’ learning. The study then developed a robust framework for scientifically designing successful gamification learning experiences using Keller’s (1979, 1987) attention, relevance, confidence and satisfaction (ARCS) model of motivation, and Freire’s (2013) critical thinking concept as guiding lenses. Among other findings, the study found that a well-designed gamified learning experience engenders the following opportunities: (a) reduces the barriers to learning through the use of meaningful storytelling, which enables the opportunity to inject humor and experiential learning; (b) stimulates intrinsic motivation through the use of the game element of teamwork or group work, which induces good student-to-student and students-to-faculty relationships; and (c) creates the feelings of autonomy in students with the use of the game design principle of repetition

    The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)

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    For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that social cues in digital materials activate social schemata in learners leading to enhanced (para-)social, motivational, emotional, and metacognitive processes. To substantiate this theory, socio-cognitive theories are used, which predict social influences on learning with digital materials. Besides, previous empirical findings are presented assuming that with a rising number of social cues in digital materials, the influence of social processes increases. Finally, consequences regarding the design of digital learning media are discussed

    Communicating across cultures in cyberspace

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    Security and Online learning: to protect or prohibit

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    The rapid development of online learning is opening up many new learning opportunities. Yet, with this increased potential come a myriad of risks. Usable security systems are essential as poor usability in security can result in excluding intended users while allowing sensitive data to be released to unacceptable recipients. This chapter presents findings concerned with usability for two security issues: authentication mechanisms and privacy. Usability issues such as memorability, feedback, guidance, context of use and concepts of information ownership are reviewed within various environments. This chapter also reviews the roots of these usability difficulties in the culture clash between the non-user-oriented perspective of security and the information exchange culture of the education domain. Finally an account is provided of how future systems can be developed which maintain security and yet are still usable

    Investigating the impact of pedagogical agent gender matching and learner choice on learning outcomes and perceptions

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    abstract: The similarity attraction hypothesis posits that humans are drawn toward others who behave and appear similar to themselves. Two experiments examined this hypothesis with middle-school students learning electrical circuit analysis in a computer-based environment with an Animated Pedagogical Agent (APA). Experiment 1 was designed to determine whether matching the gender of the APA to the student has a positive impact on learning outcomes or student perceptions. One hundred ninety-seven middle-school students learned with the computer-based environment using an APA that matched their gender or one which was opposite in gender. Female students reported higher program ratings when the APA matched their gender. Male students, on the other hand, reported higher program ratings than females when the APA did not match their gender. Experiment 2 systematically tested the impact of providing learners the choice among four APAs on learning outcomes and student perceptions. Three hundred thirty-four middle-school students received either a pre-assigned random APA or were free to choose from four APA options: young male agent, older male agent, young female agent, or older female agent. Learners had higher far transfer scores when provided a choice of animated agent, but student perceptions were not impacted by having the ability to make this choice. We suggest that offering students learner control positively impacts student motivation and learning by increasing student perceptions of autonomy, responsibility for the success of the instructional materials, and global satisfaction with the design of materials.NOTICE: this is the author’s version of a work that was accepted for publication in COMPUTERS & EDUCATION. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in COMPUTERS & EDUCATION Volume 67, September 2013, Pages 36–50 http://dx.doi.org/10.1016/j.compedu.2013.02.00

    Our door is always open : Aligning Literacy LearningPractices in Writing Programs and Residential LearningCommunities

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    Writing studies has considered college students\u27 literacy development as a chronological progression and as influenced by their off-campus connections to various cultural and professional communities. This project considers students\u27 literacy development across disciplines and university activity systems in which they\u27re simultaneously involved to look at the (missed) opportunities for fostering transfer across writing courses and residential learning communities as parallel—but rarely coordinated—high-impact practices. Rather than calling for the development of additional programs, I argue for building/strengthening connections between these existing programs by highlighting shared learning outcomes focused on literacy skills development and learning how to learn

    The influence of flow on one's intention to use e-learning.

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    by Hwang Fai, Kam Pui Sze.Thesis (M.B.A.)--Chinese University of Hong Kong, 2002.Includes bibliographical references (leaves 56-63).ABSTRACT --- p.iiTABLE OF CONTENTS --- p.iiiLIST OF TABLES --- p.vChapterChapter I. --- INTRODUCTION --- p.1Definition of e-learning --- p.1Traditional Classroom Learning vs. E-learning --- p.2Significance of Interactivity and Multimedia in E-learning --- p.2Cultural Difference in Learning Styles and Habits --- p.4Benefits of E-learning --- p.5Substantial Cost and Time saving --- p.5Meet Need-driven Demand --- p.5Flexibility and Convenience Enhancement --- p.6Create Learner-friendly Environment --- p.6Increased Retention --- p.6Improved Collaboration and Interactivity among Students --- p.7Ease of Information or Materials Update --- p.7Limitations of E-learning --- p.7Huge Initial Capital Investment --- p.8Technology Dependent --- p.8Technology cannot completely replace Human Contact --- p.8Personnel Resistance --- p.9Not all Courses are delivered well by Computer --- p.9Not all People are suitable for E-learning --- p.9E-learning on the Corporate Level --- p.10The Corporate E-learning Market --- p.10Barriers of Implementation --- p.11Significance of E-learning on the Corporate Level --- p.11Cost Savings to Corporations --- p.11Performance Improvement --- p.12Competitive Position --- p.12E-learning Development In Hong Kong --- p.13Chapter II. --- OBJECTIVES OF THE RESEARCHChapter III. --- RESEARCH HYPOTHESE --- p.17Conceptual Framework: Flow construct --- p.17Research Hypotheses --- p.19Direct Influence on Flow --- p.19Direct Influence on Perceived Playfulness --- p.21Direct Influence on Intention to Use E-learning --- p.21Chapter IV. --- METHODOLOGY --- p.22The Sample --- p.22Definition of Variables --- p.23Chapter V. --- RESULTS --- p.24Results for Tests for Direct Influence on Flow --- p.24Results for Tests for Direct Influence on Perceived Playfulness --- p.25Results for Tests for Direct Influence on Intention to use E-learning --- p.26Chapter VI. --- DISCUSSIONS & RECOMMENDATIONS --- p.28Chapter VII. --- LIMITATIONS OF THE STUDY --- p.35Chapter VIII. --- CONCLUSION --- p.37APPENDIX --- p.46BIBLIOGRAPHY --- p.5

    Biology Laboratories at a Distance: A Case Study and Experiment of Ecology and Evolution Labs with Community College Students

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    Community colleges deliver more courses online; laboratory-based courses face challenges in how to do this. This study examined how ecology and evolution laboratories could effectively be delivered in an online biology community college course. Virtual simulations and hands-on, at-home kits were used in two groups. Results showed that students using the virtual simulations had higher learning gains and more positive perceptions towards their laboratory experiences than those students using athome kits. By evaluating learning gains on a pretest/posttest and utilizing interviews and focus groups, this research concluded that virtual simulations offered a superior learning experience for online learners. The results suggest that laboratory experiences offered students important advantages: course engagement, opportunities to think about the processes of science, and opportunities to engage with difficult or abstract content. Students expected laboratories to be streamlined. The results of this research suggest that instructors and administrators at community colleges critically examine the use of virtual simulations for abstract or difficult content as virtual simulations provided opportunities for greater student success than traditional, hands-on labs when delivered online. Virtual simulations provide viable alternatives to traditional laboratories for online students

    ALT-C 2010 - Conference Proceedings

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