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1 – 10 of 41Adedapo Oluwaseyi Ojo, Sumitha Ravichander, Christine Nya-Ling Tan, Lilian Anthonysamy and Chris Niyi Arasanmi
The lack of physical contact and the absence of nonverbal clues could make some learners uncomfortable interacting with others via online learning platforms. Hence, understanding…
Abstract
Purpose
The lack of physical contact and the absence of nonverbal clues could make some learners uncomfortable interacting with others via online learning platforms. Hence, understanding the determinants of students' motivation and engagement in online learning platforms is crucial in harnessing digital technology as an enabler of unrestricted and quality learning experiences.
Design/methodology/approach
Drawing on the self-determination theory (SDT), this study investigates the factors associated with student’s motivation to learn (MOL) and their influence on online learning engagement (OLE). Data were collected from 228 university students from the Klang Valley region of Malaysia using the online survey method.
Findings
The results of data analysis using the partial least squares structural equation modeling indicate that self-directed learning, computer and Internet self-efficacy and online communication self-efficacy significantly influence MOL. Besides, these factors indirectly influence OLE through MOL.
Originality/value
This study adds to the SDT framework by demonstrating how students' perceptions of autonomy, competence and relatedness through online interaction relate to MOL and OLE.
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Julie Stubbs, Sophie Russell, Eileen Baldry, David Brown, Chris Cunneen and Melanie Schwartz
Chris Brown, Ruth Luzmore and Jana Groß Ophoff
Background: The concept of the ideas-informed society represents a desired situation in which: (1) citizens see value in staying up to date, and (2) citizens regularly keep…
Abstract
Background: The concept of the ideas-informed society represents a desired situation in which: (1) citizens see value in staying up to date, and (2) citizens regularly keep themselves up to date by actively engaging with new ideas, developments and claims to truth, doing so both openly and critically. As a result, individuals become ever more knowledgeable, are better able to make good decisions, as well as find themselves in better position to re-align their values in response to new progressive norms and beliefs. Given these potential benefits, of primary interest are those who do not value staying up to date, nor attempt to do so.
Methods: With this systematic review we have sought to identify ways to consider how such “ideas refusers” might be switched-on to engaging with new ideas. We have done so by exploring: (1) the factors which act as barriers to and enablers of the actualisation of the ideas-informed society; (2) interventions/programmes and community-led activities developed to actualise the ideas-informed society; and (3) other non-empirically tested/verified suggestions for how the ideas-informed society might be actualised. Our findings derive from 25 research outputs (from a total of 631 originally identified) as well as examine case studies of “bottom-up” analogous activities.
Results: Our review highlights the presence of seemingly impactful approaches to enabling citizens to engage with new ideas, including science cafés and museum exhibitions. Other more bottom-up approaches include community-based events and festivals; social networks (and discussion within these networks) are also key to whether and how individuals engage with ideas, and the breadth of ideas they engage with.
Conclusions: We conclude by suggesting development and rigorous testing is now needed of interventions that seek to: (1) pique citizens’ curiosity; (2) establish connections to social networks and; (3) arm citizens with essential ideas-related dispositions.
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Bradley Robinson and William Terrell Wright
The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational…
Abstract
Purpose
The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts.
Design/methodology/approach
Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological impulses across a number of different registers, using interview data to trace institutional arcs, focal frames from a GoPro camera to see vitality in action and descriptions of platform events to follow these lines through the shift to online instruction brought on by the COVID-19 pandemic.
Findings
The authors narrate three transversal movements of the Giga-Games Camp to reveal how play-centered pedagogies can challenge the neoliberal tendency to assimilate young people’s video gaming practices as a vehicle for future-proof science, technology, engineering and mathematics learning.
Originality/value
The authors offer the concept of actually existing vitality rights to describe how attending seriously to vitality in learning spaces will often manifest organically in very real strategies to reimagine and restructure preexisting, neoliberally sedimented uses of space, institutional configurations and constellations of sociopolitical power.
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Kanhaiya Kumar Sinha, Chad Saunders and Simon Oliver Raby
This paper aims to provide evidence-based managerial advice for identifying, developing and managing a broad-based innovation system for organizations to reap optimal performance…
Abstract
Purpose
This paper aims to provide evidence-based managerial advice for identifying, developing and managing a broad-based innovation system for organizations to reap optimal performance outcomes.
Design/methodology/approach
The general review is based upon large-scale peer-reviewed academic studies of innovation practices in organizations and their performance outcomes and synthesized here through two illustrative case studies. The first case deals with Brightsquid Secure Communications as they expanded their product-focused innovation practices to include broad-based organizational improvements, while the second case focuses on Trimet Building Products and their use of broad-based innovation to turn around declining revenue.
Findings
Using the SME context, this study outlines an innovation management model that highlights the importance of leadership attention on organization-wide innovation and the interdependence of investments across functions.[AQ2] To enhance their performance, SMEs must implement broad learning programs across the organization that provides formal and informal cross-training and takes a cross-functional approach to innovation and problem-solving.
Originality/value
Reviewing and integrating the literature on different innovation types and outcomes, this study proposes a novel broad-based innovation model that guides firms that overemphasize improvements within a single function. Further, drawing on the learning literature, this paper recommends an organizational learning and collaboration model to achieve organization-wide innovation for optimal outcomes.
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Chris Brown and Jana Gross Ophoff
Background: Ideas always have and always will change the world; with ideas-engagement enabling individuals to become more knowledgeable, better able to make good decisions and…
Abstract
Background: Ideas always have and always will change the world; with ideas-engagement enabling individuals to become more knowledgeable, better able to make good decisions and better positioned to re-align their values in response to new progressive norms and beliefs. Given these potential benefits, of primary interest is how citizens can be most effectively encouraged to engage with new ideas.
Methods: With this study we test the efficacy of two approaches designed to enhance citizen’s perceptions regarding the value of ideas-engagement. Specifically, we recontextualise a previously undertaken small-scale randomised control trial designed to stimulate states of either curiosity or pragmatic prospection amongst two randomly allocated groups of respondents. Our target variables involve the importance respondents attribute to staying up to date, as well as to four related attitudinal variables. Our target audience is the voting age population of England.
Results: 515 participants took part in the experiment, with 269 receiving the curiosity stimulating intervention and 246, the prospection intervention. Our findings suggest that, by the end of four weeks, only the intervention designed to promote pragmatic prospection had significantly impacted on the importance respondents attribute to staying up to date. It also positively impacted the value-scores for one of the secondary attitudinal variables (relating to the importance of supporting physical and mental-health).
Conclusions: While this study provides useful insight regarding ideas-engagement, further work is needed. In particular, future studies will require a larger sample, so as to ascertain the impact of these approaches on “ideas refusers”. Also required is the inclusion of a control group to provide a definitive counter factual. Furthermore, since positive changes in attitudes towards ideas-engagement also ideally leads to changes in behaviours, questions are also needed to examine the sources of ideas respondents subsequently engage with (or not) as a result of these interventions.
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Julie Stubbs, Sophie Russell, Eileen Baldry, David Brown, Chris Cunneen and Melanie Schwartz