265,933 research outputs found
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Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement
Educators have incorporated technologies designed to “gamify” or increase the fun and reward of classroom learning, but little is known about how these resources can be employed to create positive learning climates. Informed by self-determination theory (SDT), two experiments investigated a number of strategies teachers can use to frame one such technology, the student response system (SRS), when they use it as an educational tool to enhance its fun and contribution to positive learning environments. Participants (n = 30) in a pilot experiment were randomly assigned to a 2-month experiment that showed that using SRS versus non-technology-based learning increases academic well-being. A primary study (n = 120 students) experimentally manipulated the use of SRS with and without motivational framing strategies that were anticipated to enhance its effects, specifically by employing teamwork, friendly competition between students, and giving students a choice to participate. Results showed that motivational framing strategies enhanced students’ need satisfaction for autonomy (sense of choice), competence (sense of efficacy in relation to learning), relatedness (to others in the classroom), and academic well-being (interest and engagement). In short, the use of interactive technology and how it was implemented in class was vital for enhancing students’ learning outcomes
Student Attitudes Toward Client Sponsors and Learning: An Analysis of the Effects of Incorporating a Client Sponsored Project in an Introductory Marketing Course
This study examines i) the effects of a client-sponsored project (CSP) on student attitudes toward a sponsoring client, ii) the effects of a CSP on student attitudes toward learning core marketing concepts, and iii) moderators of student attitudes toward learning core marketing concepts. Introductory marketing course students prepared marketing plans for a client-sponsor who awarded cash prizes. The CSP yielded i) positive student attitudes toward client sponsors and ii) beliefs that CSPs enhance learning of core marketing concepts and increase confidence in academic ability. Positive attitudes toward competition and instructor helpfulness strengthened student perceptions that the CSP enhanced learning
Student experience of gamified learning: a qualitative approach
Student engagement and student outcomes in Higher Education continue to be the subject of academic concern, and thus receive research attention. To address these concerns, we aim to explore the use of gamification to enhance student engagement, and thereby improving student learning and performance. Gamification represents the use of game elements to enhance engagement in activities such as learning. This paper highlights the use of game elements such as: leader boards, scores for activities, and multiplayer (group) activities. The paper does this by exploring students’ learning journeys, as well as their experience of modules in which gamification had been introduced. Group-based competitive activities were introduced to modules undertaken by business students, student nurses, and paramedic students. Students undertaking these modules were invited to participate in semi-structured interviews. Twelve students drawn from the three disciplines took part in these semi-structured interviews, which were digitally recorded to enable production of accurate transcripts. Thematic analysis was used to identify key themes from the interviews. To explain student responses and their learning experience, four themes were developed; challenge, difference, group processes, and competition. Students often presented themselves as enjoying challenge, although this was sometimes contrasted with enjoyment of ‘easy’ activities. Challenge was presented not only as a motivational factor, but also sometimes as a barrier to success. This sense of challenge was often conceptually linked to students’ perception of difference within their gamified learning, which was pedagogically distinct from their typical learning experience. Most, but not all, expressed positive views of this difference. As with the theme of challenge, discussion of difference could be both positive and negative. Participants highlighted competition as a positive factor. The competition between groups influenced some group processes. Some students noted previous challenges involved in group-work, such as unequal work distribution. Participants observed the potential for intra-group friction, while identifying the positive learning outcomes of group work. Taken together, the analysis suggests that competitive group work is a beneficial strategy for enhancing student engagement and performance
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Immersion Wort Chiller Optimization: Project-Based Learning in Undergraduate Heat Transfer
Project-Based Learning (PjBL) has been adopted as a highly effective teaching-learning style worldwide in the last few decades in the engineering educational community. Major benefits for students who participated in Project-Based Learning include achieving higher level of motivation, greater depth of understanding of basic concepts, increased creativity, improved teamwork skills and interpersonal communication skills. In this paper we reported a fun example project that can be used in undergraduate heat transfer class for Project-Based Learning: Optimization of an immersion wort chiller for a small-scale home beer brewing process.
Students were self-grouped with three to five students in each group. Each group was then provided with a 10-foot-long copper tube of diameter 3/8 inch to design and optimize an immersion wort chiller that can cool a bucket of hot water as fast as possible.
Preliminary evaluation of learning experience enhancement was performed by conducting a survey among the students at the end of the semester. The purpose of the survey was to identify what they had learned in such a project, and whether or not the project improved their learning experiences. Positive feedback and outcomes were observed.Cockrell School of Engineerin
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Using Multi-Disciplinary Design Challenges to Enhance Self-Efficacy within a Summer STEM Outreach Program
Research regarding STEM programs has shown that participating in these programs leads to increased knowledge and retention of technological concepts [1]. Additionally, participating in STEM programs leads to increased self-confidence, satisfaction, and interest in engineering [2]. Current research focuses on whether participating in STEM programs increases self-efficacy [3]. However, several factors can influence the effectiveness of these programs. For example, motivation influences the degree to which participants are engaged with activities as does their background knowledge [4]. Additionally, program effectiveness is impacted by the limitations of the learning context itself such that participants will be unable to complete designs if expectations for the design exceed the constraints of their environment [4]. The program is designed to introduce and educate the participants in the various engineering disciplines offered at the collegiate level and culminates in a multi-disciplinary design challenge designed as a “collaborative-benefit” competition [5]. The program is meant to drive students toward collaboration and achievement of a shared goal.
The purpose of this study is to examine the effectiveness of an intensive, two-week project-based engineering program for high school students on self-efficacy and engineering identity in the participants. Results from this year’s survey suggest that participating in the program increased high school students’ perceived and actual knowledge of the engineering discipline. Completing the program also led to improvements in self-efficacy and increased interest in the field of engineering. This paper will discuss the process for developing design challenges for assessment of self-efficacy, assessment tools, and outcomes from the program delivery.Cockrell School of Engineerin
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