78 research outputs found

    Fostering students’ emotion regulation during learning : design and effects of a computer-based video training

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    Emotions have an essential impact on students’ learning outcome. Empirical findings show negative correlations between negative emotions and learning outcome. Negative emotions during learning are quite common and become more frequent over the course of an academic career. Thus, regulating these emotions is important. Existing studies indicate that university students lack the ability to successfully regulate their emotions during learning. However, interventions to foster university students’ inherent emotion regulation during learning are missing. In an attempt to identify interventions, this study investigates the effect of a video-based emotion regulation training for university students on emotion regulation strategies, emotions, and learning outcome. One hundred and sixteen university students either received training in emotion regulation (n = 60) or in workplace design (n = 56) before learning in a computer-based learning environment about probability theory. The emotion regulation training lead to improved emotion regulation (more cognitive reappraisal, less suppression) and less frustration and anxiety, but did not affect learning outcome. The results confirm that university students experience significant emotion regulation difficulties and suggest that they need intensive training in emotional regulation.peer-reviewe

    The Development of a Cognitive Skills Training to Support Driver Education: Experimental Validation of Theoretical Underpinnings

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    Crash numbers of novice drivers are, despite best efforts of all involved institutions, alarmingly high. One central explanation refers to deficits in cognitive skills such as hazard perception, which have a tremendous influence on accident involvement of younger drivers. Conventional forms of driver training have largely failed to build up skills that go beyond a rather descriptive knowledge of how to drive. Computer based trainings (CBTs) are assumed to provide new ways of tackling this problem. There are already CBTs available that address relevant issues and are presumed to be effective. However, their evaluations lack evidence for the superiority of the specific features of multimedia based interventions over other forms of training. This shortcoming, in addition to the fact that all available relevant CBTs have been developed within contexts that differs significantly from European conditions in terms of the “average” driving environment as well as the respective educational schemes, has prompted us to develop a new CBT that is intended to complement the existing driver training program by addressing critical cognitive skills. In a first step, we tested the CBTs theoretical validity by comparing the performance in the training itself between learner drivers and experienced drivers. The results show that experienced drivers achieve higher scores in the CBT. We conclude that our application does indeed address relevant cognitive skills that are associated with driving experience

    The Development of a Cognitive Skills Training to Support Driver Education – Comparing Performance of Experienced and Trained Learner Drivers

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    Deficits in cognitive skills such as hazard perception are considered one of the major factors explaining the high numbers of crashes for novice drivers. Computer based trainings (CBTs) have been identified as a potential measure to improve such skills. Several CBTs have been developed since. Some of them have been evaluated, however, only by comparing a treatment group and a control group. While results show that the evaluated CBTs are somewhat effective, it is unclear how an experienced driver would have performed in the test scenarios. We developed our own CBT, and in a first step, evaluated it following the same known strategy (treatment and control group, adding a “paper based training group). Results provided evidence for the assumption that the CBT had a positive effect on learner drivers’ glance behaviour in simulated driving (Petzoldt et al., 2013). However, after we confirmed the effectiveness, we tested a group of experienced drivers on exactly the same simulator scenarios. The comparison between treatment, control and experienced driver group is presented in this paper. Results show comparable patterns of glance behaviour for the treatment group and the experienced drivers, superior to that of the control group. Driving performance rated by experts was mostly appropriate for all groups, with notable exceptions for some scenarios

    Selbstreguliertes Lernen mit digitalen Medien - Förderung im Unterricht

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    Präsentation für einen Überblick über das selbstregulierte Lernen mit Anwendungsbeispiele wie dieses im Unterricht, u.a. mit Hilfe digitaler Anwendungen gefördert und implementiert werden kann

    Learning in Virtual Reality: Theoretical Foundations And Implications For Future Research

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    «Immersive Medien bzw. Lernumgebungen» (vgl. «virtual reality») bezeichnen technologiegestützte Anwendungen, die es Lernenden ermöglichen, einen virtuell erzeugten Raum realitätsnah zu erleben. Innerhalb der Lehr-Lern-Forschung wird immersiven Medien das Potenzial zugesprochen, Lernprozesse zu fördern. Jedoch konnten Studien bislang dieses Potenzial nicht hinreichend belegen. Im Rahmen dieses Beitrags argumentieren wir, dass die heterogene Befundlage bisheriger Untersuchungen u. a. durch die Schwierigkeit erklärbar ist, das Lernen mit immersiven Medien theoretisch zu fassen. Wir adressieren diese Schwierigkeit im Rahmen des vorliegenden Beitrags damit, die räumlich-situative Repräsentation episodischer Inhalte als Alleinstellungsmerkmal immersiver Medien herauszuarbeiten. Die Diskussion dieses Alleinstellungsmerkmals hinsichtlich potenzieller Effekte auf das Lernen macht deutlich, dass das Verhältnis zwischen exklusiven Merkmalen immersiver Medien und damit verbundenen Informationsverarbeitungsprozessen bisher nicht hinreichend durch theoretische Modelle erfasst wird. Ziel des vorliegenden Beitrags ist es, durch die Diskussion eines Alleinstellungsmerkmals immersiver Medien theoretische Beziehungen genauer abzubilden, sodass diese in künftigen Forschungsarbeiten besser zielgerichtet adressiert werden können.Virtual reality learning environments respectively immersive media refer to technology-supported applications which enable learners to experience a virtually generated situation close to reality. Within educational research, immersive media is assumed to promote learning processes. However, studies have not yet been able to provide sufficient evidence of this assumption. We argue that the heterogeneous findings of previous studies can be explained by the difficulty to theoretically describe learning with immersive media. We address this difficulty by arguing that the spatial-situational representation of episodic content is a unique feature of immersive media. We further argue that the relationship between exclusive features of immersive media and related learning processes has not been adequately addressed by theoretical models so far. The goal of this paper is to map theoretical relationships more precisely by discussing a unique feature of immersive media so that they can be addressed more specifically in future research

    Disfluency as a Desirable Difficulty—The Effects of Letter Deletion on Monitoring and Performance

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    Desirable difficulties initiate learning processes that foster performance. Such a desirable difficulty is generation, e.g., filling in deleted letters in a deleted letter text. Likewise, letter deletion is a manipulation of processing fluency: A deleted letter text is more difficult to process than an intact text. Disfluency theory also supposes that disfluency initiates analytic processes and thus, improves performance. However, performance is often not affected but, rather, monitoring is affected. The aim of this study is to propose a specification of the effects of disfluency as a desirable difficulty: We suppose that mentally filling in deleted letters activates analytic monitoring but not necessarily analytic cognitive processing and improved performance. Moreover, once activated, analytic monitoring should remain for succeeding fluent text. To test our assumptions, half of the students (n = 32) first learned with a disfluent (deleted letter) text and then with a fluent (intact) text. Results show no differences in monitoring between the disfluent and the fluent text. This supports our assumption that disfluency activates analytic monitoring that remains for succeeding fluent text. When the other half of the students (n = 33) first learned with a fluent and then with a disfluent text, differences in monitoring between the disfluent and the fluent text were found. Performance was significantly affected by fluency but in favor of the fluent texts, and hence, disfluency did not activate analytic cognitive processing. Thus, difficulties can foster analytic monitoring that remains for succeeding fluent text, but they do not necessarily improve performance. Further research is required to investigate how analytic monitoring can lead to improved cognitive processing and performance

    Selbstreguliertes Lernen mit digitalen Medien - in der Schule und im Homeschooling

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    Präsentation für einen Überblick über das selbstregulierte Lernen inklusive Definition, Chancen und Bedeutung für das Lernen, das zyklische Phasenmodell und die Potenziale von digitalen Medien

    Lernaktivitäten und digitale Anwendungen zur Unterstützung des selbstregulierten Lernens

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    Handout mit Beispielen von Lernaktivitäten und digitalen Anwendungen für die unterschiedlichen Lernstrategien des selbstregulierten Lernens und Unterrichtsphase

    Lernzirkel zum selbstregulierten Lernen mit digitalen Medien

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    Arbeitsblatt mit vier verschiedenen Stationen. Jede Station stellt ein Beispiel dar, wie Lernstrategien des selbstregulierten Lernens mit Unterstützung von digitalen Anwendungen umgesetzt werden können

    Erfahrungsaustausch zum Einsatz von Lernstrategien des selbstregulierten Lernens im Unterricht

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    Handout mit Diskussionsfragen in Bezug auf Erfahrungen mit dem Einsatz von Strategien des selbstregulierten Lernens (unter Einsatz digitaler Medien) im Unterricht
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