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1.
The purpose of this paper is to investigate the mediating role of online learning motivation (OLM) in the COVID-19 pandemic situation in Bangladesh by observing and comparing direct lectures (DL), instructor–learner interaction (ILI), learner–learner interaction (LLI), and internet self-efficacy (ISE) as predictors of OLM and online learning satisfaction (OLS). Data were collected from 442 undergraduate and graduate students from more than 35 universities in Bangladesh. To test the hypotheses, the PLS-SEM approach was applied using SmartPLS 3.0. The study shows a significant mediating role of OLM between the independent variables and learning satisfaction. In addition, DL, ILI, and ISE are shown to be significant predictors of student satisfaction. The findings have a number of valuable implications for education policy makers, universities, instructors, and students. Moreover, the study suggests some new research perspectives to overcome the limitations of this research and to gain precise knowledge on students' learning motivation and satisfaction regarding other online classes for different categories of students (e.g., high school and college, professional, and PhD).  相似文献   

2.
针对目前智能移动机器人在未知环境中学习遇到的如学习主动性、实时性差,无法在线积累学习的知识和经验等问题,受心理学中内部动机的启发,提出一种内部动机驱动的移动机器人未知环境在线自主学习方法,在一定程度上弥补目前该领域存在的一些问题。该方法通过在移动机器人Q学习的框架下,将奖励机制用基于心理学启发的内部动机取代,提高其对于未知环境的学习主动性,同时,采用增量自组织神经网络代替经典Q学习中的查找表,实现输入输出空间的映射,使得机器人能够在线增量地学习未知环境。实验结果表明,通过内部动机驱动的方法,移动机器人对于未知环境的学习主动性得到了提高,智能程度有了明显改进。  相似文献   

3.
The goal of this study was to (1) empirically examine factors that affect human performance in a simulation-based learning environment, employing the framework of the integrative theory of Motivation, Volition, and Performance (MVP) (Keller, 2008a) and (2) develop and statistically evaluate a mathematical MVP model that can be applied to other digital learning environments. The development of a mathematical MVP model can provide empirical support for the elements included in the MVP theory and serve as a tool for designing effective digital learning environments. A regression analysis of motivational, volitional, and performance data of 62 graduate students that interacted with an online simulation revealed a significant model that explained approximately 70% of the variation in student satisfaction through motivational and volitional processing variables suggested by the MVP theory. Students' interest and curiosity toward the learning environment had the highest positive predicting power on students' satisfaction, while the volition processing variable had the lowest predicting power. Implications for the digital learning environments design and directions for future research are discussed.  相似文献   

4.
The purpose of this study was to investigate the effects of motivation, volition and belief change strategies, implemented with personal and group email messages, on students' attitudes, study habits and achievement in a calculus course for non‐mathematics majors. Eighty four undergraduates enrolled in a calculus course received emails over a period of 8 weeks. The results indicated that there were negative trends in participants' attitudes towards mathematics except for the group receiving belief change strategies with personal messages. There were also negative trends in participants' study habits except for the group receiving motivation, volition and belief change strategies with personal messages. No single group over any other showed improvement in achievement. Explanations for the findings, limitations of the study and implications and possibilities for future studies are discussed.  相似文献   

5.
Social media, such as Facebook and Twitter, have become extremely popular. Facebook, for example, has more than a billion registered users and thousands of millions of units of information are shared every day, including short phrases, articles, photos, and audio and video clips. However, only a tiny proportion of these sharing units trigger any type of knowledge exchange that is ultimately beneficial to the users. This study draws on the theory of belonging and the intrinsic motivation of altruism to explore the factors contributing to knowledge sharing behavior. Using a survey of 299 high school students applying for university after the release of the public examination results, we find that perceived online attachment motivation (β = 0.31, p < 0.001) and perceived online relationship commitment (β = 0.49, p < 0.001) have positive, direct, and significant effects on online knowledge sharing (R2 0.568). Moreover, when introduced into the model, altruism has a direct and significant effect on online knowledge sharing (β = 0.46, p < 0.001) and the total variance explained by the extended model increases to 64.9%. The implications of the findings are discussed.  相似文献   

6.
The virtual item auctioning system (VIAS) has economic potential as millions of online players trade their virtual items in an auction‐based environment. However, little empirical research has been conducted about understanding the factors affecting the decision to use the VIAS in online games. To address this gap, the current study uses the technology acceptance model (TAM) to explore the effects of extrinsic motivation‐perceived usefulness, intrinsic motivation‐flow, and trust on the decision to use the VIAS in online games. Three hundred and twenty‐eight surveys were gathered from the users of VIAS in online games. The research model was tested with the structural equation modeling technique, using AMOS 20. The results showed that intrinsic motivation is more important than extrinsic motivation in explaining the use of the VIAS. Furthermore, trust is a strong predictor of both intrinsic and extrinsic motivation. We conclude the study with the discussion of the findings, managerial implications, and suggestions for future research. © 2016 Wiley Periodicals, Inc.  相似文献   

7.
The main purpose of this study was to understand the relationships between students' approaches to learning, their perceptions of online discussions, students' contributions in asynchronous discussions, and their academic performance. Two sets of questionnaires were used for understanding students' approaches of learning and perceptions of online discussions. The online postings from seven weeks of discussions were coded into three major categories: Initiation, Elaborated Response (ER), and Response with Resources (RWR). The results showed, first, some aspects of students' perceptions influenced the numbers of ERs and RWRs. Secondly, students' contributions to Initiation messages and RWR significantly related to deep motivation and deep strategies; however, the numbers of these two types of messages were negatively correlated to surface strategies. Finally, cluster analysis revealed three distinct groups who scored significantly different in almost all aspects of approaches to learning and perceptions of online discussions. Students in the cluster who adopted deep approaches and scored highest in the perception scales outperformed students in the other two clusters, both in terms of the number of ER messages and academic performance. Pedagogical implications for teaching with online discussions are discussed in this study.  相似文献   

8.
Providing adaptive features and personalized support by considering students' learning styles in computer‐assisted learning systems has high potential in making learning easier for students in terms of reducing their efforts or increasing their performance. In this study, the navigational behaviour of students in an online course within a learning management system was investigated, looking at how students with different learning styles prefer to use and learn in such a course. As a result, several differences in the students' navigation patterns were identified. These findings have several implications for improving adaptivity. First, they showed that students with different learning styles use different strategies to learn and navigate through the course, which can be seen as another argument for providing adaptivity. Second, the findings provided information for extending the adaptive functionality in typical learning management systems. Third, the information about differences in navigational behaviour can contribute towards automatic detection of learning styles, helping in making student modeling approaches more accurate.  相似文献   

9.
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem-solving during, and vocabulary acquisition in learning English as a foreign language (EFL). A total of 84 engineering majors who enrolled in a course of English for specific purposes were randomly assigned to either an experimental group or a control group. Students in the experimental group participated in a VR-assisted PBL context, in which they were to view a PBL scenario using VR technology and then to create VR videos about solving the given problems. Those in the control group participated in a PBL context without the use of VR technology for viewing and solving the identical scenario. After the intervention, all the students wrote a problem-solving analysis, took a vocabulary knowledge test, completed a learning motivation questionnaire, and participated in individual interviews. The results showed that the students in the experimental group significantly outperformed those in the control group in terms of vocabulary acquisition, and were more motivated to learn English related to their future careers, whereas there was no significant difference in the problem-solving performance of the two groups. Implications of these findings highlight the value of engaging EFL learners in immersive environments for contextualized learning through the integrated use of VR and PBL.  相似文献   

10.
Quantifying student engagement with online learning resources on virtual learning environments such as BlackBoard is important in understanding how these technologies enhance the student learning. In the present study, it was examined when, and how often, first‐year students accessed lecture recordings, lecture slides, and lecture notes via BlackBoard, in an introductory natural resource course taken by both on campus students and remote students. The findings demonstrated that lecture recordings were not well utilized by students—although only 58% of on campus students attended face‐to‐face lectures, less than 15% of absent students downloaded the missed lecture. Overall, more students downloaded lecture slides (an average of 63% per week) than notes (38%) or recordings (16%). Indeed, the average student downloaded only 1.1 types of the 3 online resources (recordings, slides, and notes) that were available each week, with 5.7% of students downloading all 3 types of resources, 23% downloading 2 types of resources, 42% downloading only 1 type of resource, and 29% downloading none of the 3 types of resources. Finally, remote students were more likely to download lecture notes and recordings than were on campus students. The information presented here is important in understanding student behaviour and engagement.  相似文献   

11.
针对在线学习中极限学习机需要事先确定模型结构的问题,提出了兼顾数据增量和结构变化的在线极限学习机算法。算法于在线序列化极限学习机的基础上,通过误差变化判断是否新增节点,并利用分块矩阵的广义逆矩阵对新增节点后的模型进行更新,使模型保持较高正确率。通过在不同类型和大小的数据集上的实验表明,所提算法相较于经典极限学习机及其在线和增量学习版本都具有较好的分类和回归准确率,能够适应不同类型的数据分析任务。  相似文献   

12.
13.
This study aimed to investigate the effects of augmented reality (AR) activities on students' academic achievement and motivation in a biology course. For this purpose, a mixed study was conducted, and a pretest and posttest control group model was used. In addition, the opinions of the experimental group students and the teacher about the AR activities were taken, and classroom observations were made during the study. The study group consisted of 40 (22 female and 18 male) ninth‐grade biology course students. The control group followed the biology course programme, whereas the experimental group students conducted AR activities in addition to the course programme using tablets. Consequently, it was found that the motivation of the students in the experimental group increased more than that of the students in the control group. However, no significant difference was found between the academic achievement scores of the groups. The teacher and the students stated that AR activities might be effective in increasing course success and motivation.  相似文献   

14.
Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large‐scale phenomenon associated with the poor performance of elementary school students in the USA that has been overlooked by educational researchers. This study found that approximately 10 million Internet users in the USA, many of whom are presumably youth, spend about 89 million hours in a year on a popular math game site that targets children. The number of game site users is equivalent to half of the K‐5 Internet population in the USA. However, there is little evidence that the math games on the website meet the criteria for effective instruction as described in the literature. This study found a significant negative correlation between search volumes for the game site in the 50 states in the USA and 4th grade students' performance in mathematics and reading. Moreover, Internet users in the states with greater numbers of low‐income families and fewer college graduates were more likely to search for the game site. The implications of these findings are discussed.  相似文献   

15.

Background

Massive Open Online Courses (MOOCs) have touted the idea of democratizing education, but soon enough, this utopian idea collided with the reality of finding sustainable business models. In addition, the promise of harnessing interactive and social web technologies to promote meaningful learning was only partially successful. And finally, studies demonstrated that many learners exploit the anonymity and feedback to earn certificates unethically. Thus, establishing MOOC pedagogical models that balance open access, meaningful learning, and trustworthy assessment remains a challenge that is crucial for the field to achieve its goals.

Objectives

This study analysed the influence of an MOOC assessment model, denoted the Competency Exam (CE), on learner engagement, the level of cheating, and certification rates. At its core, this model separates learning from for-credit assessment, and it was introduced by the MITx Biology course team in 2016.

Methods

We applied a learning analytics methodology to the clickstream data of the verified learners (N = 559) from four consecutive runs of an Introductory Biology MOOC offered through edX. The analysis used novel algorithms for measuring the level of cheating and learner engagement, which were developed in the previous studies.

Results and Conclusions

On the positive side, the CE model reduced cheating and did not reduce learner engagement with the main learning materials – videos and formative assessment items. On the negative side, it led to procrastination, and certification rates were lower.

Implications

First, the results shed light on the fundamental connection between incentive design and learner behaviour. Second, the CE provides MOOC designers with an ‘analytically verified’ model to reduce cheating without compromising on open access. Third, our methodology provides a novel means for measuring cheating and learner engagement in MOOCs.
  相似文献   

16.
In recent years, increasing attention has been devoted to virtual learning. In the last decade, a large number of studies in Computer-Supported Collaborative Learning (CSCL) have assessed how social interaction, learning processes and outcomes in virtual settings are intertwined. Although recent research findings indicate that learners differ with respect to the amount and type of discourse contributed in virtual settings, little is known about the causes of these differences. The research presented here looks into the effects of motivation of learners on their contribution to discourse using the Deci and Ryan framework of (intrinsic/extrinsic) motivation.This study of 100 participants who were randomly distributed in six groups of 14 members collaborated in a virtual setting to remediate deficiencies in economics indicates that individuals differed with respect to the amount of discourse activity. Furthermore, an integrated multi-method approach (Content Analysis, Social Network Analysis and Academic Motivation Scale) was used in order to examine the impact of academic motivation on the type of discourse activity contributed and on the position of the learner in the social network. The results indicate that highly intrinsically motivated learners become central and prominent contributors to cognitive discourse. In contrast, extrinsically motivated learners contribute on average and are positioned throughout the social network. The research results reveal that differences in academic motivation influences the type of contributions to discourse as well as the position a learner takes within the social network.  相似文献   

17.
Two studies investigated the effects on students' perceptions (Study 1) and learning and motivation (Study 2) of different levels of feedback in mathematical problems. In these problems, an error made in one step of the problem-solving procedure will carry over to the following steps and consequently to the final solution. Providing immediate feedback after an error is made could prevent such carry-over effects. Feedback given on all problem-solving steps was hypothesized to yield higher motivation and better learning than feedback on the final problem-solving step. Study 1 investigated students' perceptions of three feedback types: ‘on the final solution step’; ‘on all the solution steps at once’; and ‘on all the solution steps successively’. Feedback on all solutions steps was perceived by learners more positively than feedback on the final solution step. Study 2 investigated the learning and motivational effects of two types of feedback, namely, ‘feedback on the final solution step’ and ‘feedback on all the solution steps’. The hypotheses that feedback on all problem-solving steps would lead to more effective learning and higher motivation than feedback on the final solution step were confirmed. Our results support current efforts to implement step-wise feedback. The implications for further research and for the design of feedback are discussed.  相似文献   

18.
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners’ learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC, which required students to discuss their assignments and readings online and participate in certain online learning activities; the other one did not offer the OLC (NC: no online learning community), but required involving students in face-to-face discussion. Individual students’ learning styles were measured using Felder and Solomon’s Index of Learning Styles Questionnaire. Results indicated that both active and reflective learners in the OLC intervention performed significantly better than those who were in the NC intervention. Results also indicated that active learners performed significantly better than reflective learners in the NC intervention; however, reflective learners performed significantly better than active learners in the OLC intervention. No significant difference between active and reflective learners’ attitudes was found. These findings indicated that OLC might be an effective means for improving both active and reflective learners’ learning performance and attitudes; however, its effects on active learners might not be as great as on reflective learners.  相似文献   

19.
This study investigated the impact of collaborative and individualized student response system‐based instruction on learner motivation, metacognition, and concept transfer in a large‐enrolment undergraduate science course. Participants in the collaborative group responded to conceptual questions, discussed their responses in small groups, and provided a revised response to the question (peer instruction [PI]). A comparison group provided individualized responses (IRs) to the same questions. Results of the motivation measure revealed a drop in confidence for students in both groups. This may be explained by a significant increase in the knowledge of cognition in both IR and PI groups, which likely mediated a recalibration of confidence to a lower, yet more realistic level. A significant interaction was found between gender and student response system strategy relative to the regulation of cognition, revealing that females improved in the PI group, while males reported improvement in the regulation of cognition in the IR group. A custom instrument was developed to measure near and far concept transfer abilities. The PI group scored significantly higher on the test of near transfer than the IR group.  相似文献   

20.
As technology use continues its steady growth among college students, both within and outside of the classroom, its effect on academic performance becomes an increasingly important question to address. Cognitive theory and multitasking research strongly support a negative effect while other studies have found little to no effect. Using a large sample of students, this study attempted to address these opposing results and help find clarity. We explored the relationship of the frequency of students' use of technologies and their academic performance as measured by GPA, SAT scores, study hours, and predicted course grade. In order to help understand our findings, we also examined the role of gender and employment status in this relationship. Our hypotheses were partially supported, with frequency of technology use negatively related to academic performance. We discuss our findings and limitations of the research.  相似文献   

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