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1 – 10 of over 21000Due to the autonomous nature of e-learning, learner control options should be provided to allow students to be more selective of content based on learning needs. Maintaining…
Abstract
Purpose
Due to the autonomous nature of e-learning, learner control options should be provided to allow students to be more selective of content based on learning needs. Maintaining students’ situational interest should also be a goal in e-learning, as research shows that doing so leads to a greater chance of success. The purpose of this paper is to investigate the relationship between learner control and maintained situational interest in hopes of promoting better engagement through content selection based on learning needs.
Design/methodology/approach
This study analyzed survey responses from university students (n = 2,173) participating in a variety of massive online courses in South Korea to investigate the correlation between system-provided learner control and maintained situational interest. Additionally, the correlation between learner control and maintained situational interest was examined among demographic subsets including gender, age and grade level.
Findings
Results show a positive relationship between learner control and maintained situational interest, as well as a positive relationship between learner control and maintained situational interest among each demographic subset.
Originality/value
These results add to the current literature by promoting a practical way of maintaining students’ situational interest by providing them with the ability to control aspects of their own learning processes.
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Min Ching Chen, Tak-Wai Chan and Yu Hsin Chen
Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from…
Abstract
Purpose
Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from e-learning, this study aims to develop and test an integrative conceptual framework. This study investigates contextual and environmental stimuli effects (content richness [CR], self-directed learning [SDL] and situational interest [SI]) from a podcast English learning context on learners’ experience states (cognitive absorption [CA], pleasure [PL] and arousal [AR]) and their subsequent responses (continuance learning intention [CLI]).
Design/methodology/approach
Using 416 valid responses from five universities located in North Taiwan, data analysis is performed using a structural equation model.
Findings
The results show that most of the interest factor stimuli (CR, SDL and SI) have significant impacts on learners’ experiences (CA, PL and AR), which in turn affect their CLI.
Practical implications
The findings provide useful insights for English show podcasters and operators to invest in establishing learners’ interest factor and stimulating experiences to improve their CLI.
Originality/value
This paper contributes to a better understanding of students who use contextual factors of podcast English learning and how these factors influence their CLI via a framework of stimulus–organism–response and the IDC theory.
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Candace Walkington and Matthew L. Bernacki
As educators seek ways to enhance student motivation and improve achievement, promising advances are being made in adaptive approaches to instruction. Learning technologies are…
Abstract
Purpose
As educators seek ways to enhance student motivation and improve achievement, promising advances are being made in adaptive approaches to instruction. Learning technologies are emerging that promote a high level of personalization of the learning experience. One type of personalization is context personalization, in which instruction is presented in the context of learners’ individual interests in areas like sports, music, and video games. Personalized contexts may elicit situational interest, which can in turn spur motivational and metacognitive states like positive affect and focused attention. Personalized contexts may also allow for concepts to become grounded in prior knowledge by fostering connections to everyday activity. In this Chapter, we discuss the theoretical, design, and implementation issues to consider when creating interventions that utilize context personalization to enhance motivation.
Design/methodology/approach
First, we provide an overview of context personalization as an instructional principle and outline the emerging evidence that personalization can enhance motivation and improve achievement. We then discuss the theory hypothesized to account for the effectiveness of context personalization and discuss the approaches to personalization interventions. We close by discussing some of the practical issues to consider when bridging the design and implementation of personalization interventions. Throughout the paper, we anchor our discussion to our own research which focuses on the use of context personalization in middle and high school mathematics.
Findings
The theoretical mechanisms through which context personalization enhances learning may include (1) eliciting positive affective reactions to the instruction, (2) fostering feelings of value for the instructional content through connections to valued personal interests, or (3) drawing upon prior funds of knowledge of the topic. We provide hypotheses for the relatedness of context personalization to triggering and maintaining situational interest, and explore potential drawbacks of personalization, considering research on seductive details, desirable difficulties, and authenticity of connections to prior knowledge. We further examine four approaches to personalized learning – “fill-in-the-blank” personalization, matching instruction to individual topic interests, group-level personalization, and utility-value interventions. These approaches vary in terms of the depth of the personalization – whether simple, shallow connections are made to interest topics, or deep, meaningful connections are made to learners’ actual experiences. The consideration of depth also interacts with grain size – whether content is personalized based on the broader interests of a group, or the individual experiences of a particular learner. And finally, personalization interventions can have different levels of ownership – an instructor can generate the personalized connections, the connections can be made by the curriculum designers, or learners can take an active role in personalizing their own learning. Finally, we discuss the practical implementation issues when bringing context personalization interventions into K-12 classrooms. Personalization can be logistically difficult to implement, given that learners hold a diverse array of interests, and may experience each of those interests differently. In addition, particular types of instructional content may show greater sensitivity when personalization is implemented, and personalization may be most helpful for learners with certain background characteristics.
Originality/value
Realizing the promise of personalized learning is an unsolved problem in education whose solution becomes ever more critical as we confront a new digital age. Context personalization has the potential to bring together several well-established strands of research on improving student learning – research on the development of interest, funds of knowledge, and utility value – into one powerful intervention.
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Yevgen Biletskiy, Hamidreza Baghi, Jarrett Steele and Ruslan Vovk
Presently, searching the internet for learning material relevant to ones own interest continues to be a time‐consuming task. Systems that can suggest learning material (learning…
Abstract
Purpose
Presently, searching the internet for learning material relevant to ones own interest continues to be a time‐consuming task. Systems that can suggest learning material (learning objects) to a learner would reduce time spent searching for material, and enable the learner to spend more time for actual learning. The purpose of this paper is to present a system of “hybrid search and delivery of learning objects to learners”.
Design/methodology/approach
This paper presents a system of “hybrid search and delivery of learning objects to learners” that combines the use of WordNet for semantic query expansion and an approach to personalized learning object delivery by suggesting relevant learning objects based on attributes specified in the learner's profile. The learning objects are related to the learner's attributes using the IEEE LOM and IMS LIP standards. The system includes a web crawler to collect learning objects from existing learning object repositories, such as NEEDS or SMETE.
Findings
The presented HSDLO system has the ability to accurately search and deliver learning objects of interest to a learner as well as adjust the learner's profile over time by evaluating the learner's preferences implicitly through the learning object selections.
Research limitations/implications
Since real LOM's from SMETE are not much populated, the system is tested with a limited set of attributes. The system is evaluated using a test bench rather than real learners.
Originality/value
The paper proposes a combination of three search techniques in one system as well an architectural solution which can be used for other types of online search engines.
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Patrick Blessinger and Charles Wankel
The chapters in this book focus on three main areas of innovation in teaching and learning in higher education today: virtual worlds, gaming, and simulation. Advancements in both…
Abstract
The chapters in this book focus on three main areas of innovation in teaching and learning in higher education today: virtual worlds, gaming, and simulation. Advancements in both digital technologies and learning theories are transforming the way we teach and learn and those advancements are refining our views of what it means to learn in the contemporary post-industrial age. Both individually and collectively, immersive technologies have become more popular as educational tools across a range of disciplines as a means for educators to engage students more deeply in the learning process. Biggs (2003) advocates deep learning – learning that entails active and devoted engagement with rigorous, high-quality learning activities that is also enjoyable and interesting for the learner.
The article aims to share the viewpoint of the author on the impact of the innovative teaching pedagogy adopted by him in teaching the accounting courses on the satisfaction of…
Abstract
Purpose
The article aims to share the viewpoint of the author on the impact of the innovative teaching pedagogy adopted by him in teaching the accounting courses on the satisfaction of the participants in a premier Indian Business School.
Design/methodology/approach
The experiment was carried over by introducing an innovative teaching approach by the author among the first-year participants of the Management Program. At the end of the experiment, the participants were asked to rate the teaching approach on a five-point scale besides offering the qualitative feedback on the impact of the experiment on their learning outcomes.
Findings
The paper concludes that the participants were highly satisfied with the teaching approach adopted by the author.
Originality/value
The study contributes to the theory and practitioners on accounting education in many ways. First, it is offering evidence on the impact of teaching pedagogy on the satisfaction of the participants of the accounting courses of an emerging market business school. Second, the accounting educators of the emerging countries may replicate the experiment in their institutes. Third, the educators of other courses in the business schools may make an effort to measure the impact of the teaching approach on the feedback of their learners.
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International students, specifically students who study English for Academic Purposes (EAP), are an increasingly important and large part of the makeup of Canadian post-secondary…
Abstract
International students, specifically students who study English for Academic Purposes (EAP), are an increasingly important and large part of the makeup of Canadian post-secondary institutions. As these students have diverse learning needs and goals, institutions need to properly support these learners to be successful in academic settings. A review of the literature explores the increasing need to support this particular student population; approaches to the teaching, learning, and programming of EAP courses and programs; and strategies in and beyond the classroom to support these learners. This chapter offers design considerations and suggests that EAP curricula be integrative in nature. This can be achieved through choosing relevant topics, incorporating experiential learning opportunities, designing collaborative learning tasks, discussing issues of culture, and planning purposeful community connections. Approaching the development of EAP curricula through an integrative lens will ensure learners who are ready for post-secondary studies in academic fields. Classroom examples from the author’s professional experience are offered. Discussion of how to achieve integrative EAP curricula in virtual learning environments is also included.
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Aroutis Foster, Mamta Shah, Amanda Barany and Hamideh Talafian
This paper aims to report findings for the following question, “What is the nature of high school students’ identity exploration as a result of exploring the role-possible selves…
Abstract
Purpose
This paper aims to report findings for the following question, “What is the nature of high school students’ identity exploration as a result of exploring the role-possible selves of an environmental scientist and urban planner in a play-based course?” Projective reflection (PR) is served as a theoretical and methodological framework for facilitating learning as identity exploration in play-based environments.
Design/methodology/approach
From 2016-2017, 54 high school freshmen students engaged in virtual city planning, an iteratively refined course that provided systematic and personally relevant opportunities for play, curricular, reflection and discussion activities in Philadelphia Land Science, a virtual learning environment (VLE) and in an associated curriculum enacted in a science museum classroom. Participants’ identity exploration was anchored in targeted role-possible selves in science, technology, engineering and mathematics: environmental science and urban planning through in-game and in-class activities. This role-playing was made intentional by scaffolding students’ reflection on what they wanted to be in the future while thinking of their current selves and exploring novel role-possible selves.
Findings
In-game logged data and in-class student data were examined using quantitative ethnography (QE) techniques such as epistemic network analysis. Whole-group statistical significance and an illustrative case study revealed visual and interpretive patterns of change in students’ identity exploration. The change was reflected in their knowledge, interest and valuing, self-organization and self-control and self-perception and self-definition (KIVSSSS) in relation to the roles explored from the start of the intervention (starting self), during (exploring role-possible selves) and the end (new self). The paper concludes with directions to advance research on leveraging role-playing as a mechanism for fostering identity exploration in play-based digital and non-digital environments.
Originality/value
This paper leveraged VLEs such as games as forms of play-based environments that can present players with opportunities for self-transformation (Foster, 2014) and enculturation (Gee 2003; Shaffer, 2006) to support learner agency and participation in a constantly changing society (Thomas and Brown 2011). The authors introduce and apply novel theoretical and methodological approaches to the design and assessment of play-based environments and address pertinent gaps in the emergent area of learning and identity in VLEs
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Chen Zhong, Hong Liu and Hwee-Joo Kam
Cybersecurity competitions can effectively develop skills, but engaging a wide learner spectrum is challenging. This study aims to investigate the perceptions of cybersecurity…
Abstract
Purpose
Cybersecurity competitions can effectively develop skills, but engaging a wide learner spectrum is challenging. This study aims to investigate the perceptions of cybersecurity competitions among Reddit users. These users constitute a substantial demographic of young individuals, often participating in communities oriented towards college students or cybersecurity enthusiasts. The authors specifically focus on novice learners who showed an interest in cybersecurity but have not participated in competitions. By understanding their views and concerns, the authors aim to devise strategies to encourage their continuous involvement in cybersecurity learning. The Reddit platform provides unique access to this significant demographic, contributing to enhancing and diversifying the cybersecurity workforce.
Design/methodology/approach
The authors propose to mine Reddit posts for information about learners’ attitudes, interests and experiences with cybersecurity competitions. To mine Reddit posts, the authors developed a text mining approach that integrates computational text mining and qualitative content analysis techniques, and the authors discussed the advantages of the integrated approach.
Findings
The authors' text mining approach was successful in extracting the major themes from the collected posts. The authors found that motivated learners would want to form a strategic way to facilitate their learning. In addition, hope and fear collide, which exposes the learners’ interests and challenges.
Originality/value
The authors discussed the findings to provide education and training experts with a thorough understanding of novice learners, allowing them to engage them in the cybersecurity industry.
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D. Matthew Boyer and J. Emerson Smith
The purpose of this paper is to share the authors’ perspectives as members of a research-based course project focused on learning game design and development. The authors provide…
Abstract
Purpose
The purpose of this paper is to share the authors’ perspectives as members of a research-based course project focused on learning game design and development. The authors provide important aspects of their findings as usable knowledge in the form of implications for potential use in new contexts.
Design/methodology/approach
This is a case study of one instance of a course-based structured learning opportunity. The authors chose to interview each other about various aspects of the course structure and its affordances and constraints for creating an effective and supportive learning environment.
Findings
The paper provides findings as implications for potential transfer to new contexts. As considerations for engendering the type of learning the authors promote, they share much of the interview responses in an effort to not only contextualize their perspectives but also identify important aspects for similar projects.
Research limitations/implications
As a single case, the authors focus on areas of transferability rather than generalizability. With more cases, they could build the list of important aspects, but with this individual case, they can simply share the ideas they find most salient from their work.
Practical implications
The paper includes implications for those interested in creating similar opportunities that combine undergraduate research projects and coursework to enhance students’ ability to pursue individual interests typically not found in traditional course models.
Originality/value
This paper provides an example of a non-traditional opportunity for learning as a potential model for others.
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