Spelling suggestions: "subject:"motivational design"" "subject:"motivationale design""
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Supporting Learner-Controlled Problem Selection in Intelligent Tutoring SystemsLong, Yanjin 01 September 2015 (has links)
Many online learning technologies grant students great autonomy and control, which imposes high demands for self-regulated learning (SRL) skills. With the fast development of online learning technologies, helping students acquire SRL skills becomes critical to student learning. Theories of SRL emphasize that making problem selection decisions is a critical SRL skill. Research has shown that appropriate problem selection that fit with students’ knowledge level will lead to effective and efficient learning. However, it has also been found that students are not good at making problem selection decisions, especially young learners. It is critical to help students become skilled in selecting appropriate problems in different learning technologies that offer learner control. I studied this question using, as platform, a technology called Intelligent Tutoring Systems (ITSs), a type of advanced learning technology that has proven to be effective in supporting students’ domain level learning. It has also been used to help students learn SRL skills such as help-seeking and self-assessment. However, it is an open question whether ITS can be designed to support students’ learning of problem selection skills that will have lasting effects on their problem selection decisions and future learning when the tutor support is not in effect. ITSs are good at adaptively selecting problems for students based on algorithms like Cognitive Mastery. It is likely, but unproven, that ITS problem selection algorithms could be used to provide tutoring on students’ problem selection skills through features like explicit instructions and instant feedback. Furthermore, theories of SRL emphasize the important role of motivations in facilitating effective SRL processes, but not much prior work in ITS has integrated designs that could foster the motivations (i.e., motivational design) to stimulate and sustain effective problem selection behaviors. Lastly, although students generally appreciate having learner control, prior research has found mixed results concerning the effects of learner control on students’ domain level learning outcomes and motivation. There is need to investigate how learner control over problem selection can be designed in learning technologies to enhance students’ learning and motivation. My dissertation work consists of two parts. The first part focuses on creating and scaffolding shared student/system control over problem selection in ITSs by redesigning an Open Learner Model (OLM, visualizations of learning analytics that show students’ learning progress) and integrating gamification features to enhance students’ domain level learning and enjoyment. I conducted three classroom experiments with a total of 566 7th and 8th grade students to investigate the effectiveness of these new designs. The results of the experiments show that an OLM can be designed to support students’ self-assessment and problem selection, resulting in greater learning gains in an ITS when shared control over problem selection is enabled. The experiments also showed that a combination of gamification features (rewards plus allowing re-practice of completed problems, a common game design pattern) integrated with shared control was detrimental to student learning. In the second part of my dissertation, I apply motivational design and user-centered design techniques to extend an ITS with shared control over problem selection so that it helps students learn problem selection skills, with a lasting effect on their problem selection decisions and future learning. I designed a set iv of tutor features that aim at fostering a mastery-approach orientation and learning of a specific problem selection rule, the Mastery Rule. (I will refer to these features as the mastery-oriented features.) I conducted a fourth classroom experiment with 200 6th – 8th grade students to investigate the effectiveness of shared control with mastery-oriented features on students’ domain level learning outcomes, problem selection skills and enjoyment. This experiment also measured whether there were lasting effects of the mastery-oriented shared control on students’ problem selection decisions and learning in new tutor units. The results of the experiment show that shared control over problem selection accompanied by the mastery-oriented features leads to significantly better learning outcomes, as compared to full system-controlled problem selection in the ITS. Furthermore, the mastery-oriented shared control has lasting effects on students’ declarative knowledge of problem selection skills. Nevertheless, there was no effect on future problem selection and future learning, possibly because the tutor greatly facilitated problem selection (through its OLM and badges). My dissertation contributes to the literatures on the effects of learner control on students’ domain level learning outcomes in learning technologies. Specifically, I have shown that a form of learner control (i.e., shared control over problem selection, with mastery-oriented features) can lead to superior learning outcomes than system-controlled problem selection, whereas most prior work has found results in favor of system control. I have also demonstrated that Open Learner Models can be designed to enhance student learning when shared control over problem selection is provided. Further, I have identified a specific combination of gamification features integrated with shared control that may be detrimental to student learning. A second line of contributions of my dissertation concerns research on supporting SRL in ITSs. My work demonstrates that supporting SRL processes in ITSs can lead to improved domain level learning outcomes. It also shows that the shared control with mastery-oriented features have lasting effects on improving students’ declarative knowledge of problem selection skills. Regarding using ITSs to help students learn problem selection skill, the user-centered motivational design identifies mastery-approach orientation as important design focus plus tutor features that can support problem selection in a mastery-oriented way. Lastly, the dissertation contributes to human-computer interaction by generating design recommendations for how to design learner control over problem selection in learning technologies that can support students’ domain level learning, motivation and SRL.
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Stay Hydrated: How motivational design can support the caregiver’s role in patient participationWendt, Mattias January 2018 (has links)
The research of this study was conducted at Malmö Hospital in collaborationwith Region Skåne. In this paper various methodologies from interactiondesign are used to explore how patient participation in hospital can be aidedand improved. It investigates what aspects of motivational design can bebeneficial to healthcare. The literature used in this study analyses the currentwork values of Malmö Hospital and how it relates to motivational and servicedesign. The study presents design findings based on a service mapping of thehospital along with an evaluation of the current working conditions. Finally,a concept is presented designed to enhance communication between patients and caregivers by visualizing patient water balance.
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Motivating Learners in Massive Open Online Courses: A Design-based ResearchApproachLi, Kun January 2015 (has links)
No description available.
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Mobile learning using mixed reality games and a conversational, instructional and motivational paradigm : design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigmFotouhi-Ghazvini, Faranak January 2011 (has links)
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A 'Conversational Framework' is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a 'conversation' between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform iii is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. Learners' enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions.
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StudentsKocaman Karoglu, Aslihan 01 June 2009 (has links) (PDF)
The purpose of this study was to investigate the perceptions of learners in the blended course relative to the use of Seven Principles for Good Practice in Undergraduate Education. Additionally through the motivational requirements specified by Keller&rsquo / s ARCS motivational design model, students&rsquo / motivations were analyzed. Thus the study was designed to determine student motivation in a blended environment in relation to Keller&rsquo / s ARCS motivational design model. For these research aims, a traditional course was redesigned with the support of online applications by taking Good Practice Principles as the framework.
A triangulation mixed method approach was utilized as the primary design of the study by employing both qualitative and quantitative methods in a single study.
The study participants included 47 preservice teachers in an undergraduate teacher education program of Computer Education and Instructional Technology Department in the Middle East Technical University who took the course (School Experience I) in blended design mode in 2005-2006 spring semester. Qualitative and quantitative data were collected through three different surveys, student interviews, and forum transcripts. The data were analyzed concurrently according to both qualitative and quantitative data analysis techniques.
The analyses of qualitative and quantitative data showed that students&rsquo / perceptions in the blended course and perceptions in relation to each good teaching principles were mostly positive. Results reveal that students perceive six of the principles including student faculty contact, cooperation, time on task, diversity and ways of learning, feedback, and active learning helpful to their learning. Additionally, the students think that the other one principle which is expectations needs to be improved. In addition, high motivation scores were gathered in the blended course. Results show that attention, relevance, confidence, and satisfaction subscores revealed significantly higher levels of motivation among students.
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Är det på riktigt, så blir det viktigt : Undervisningsdesign för relevans i teknikkurs för årskurs 7, och elevernas respons på resultatetBerggren, Karin January 2020 (has links)
Våren 2020 genomförde pedagoger från 2047 Science Center (2047) undervisning i teknik i grundskolor i Falu Kommun. Ämnet för insatsen var automatisering, programmering och dess påverkan på individ och samhälle och riktades till elever i årskurs 7. Utöver de mål som följer av skolans styrdokument fanns en strävan att eleverna skulle uppleva undervisningen som relevant. Syftet med denna studie var att undersöka hur 2047 Science Center arbetat med målet att göra sin undervisning relevant för eleverna, och vilket resultat det gav. Studien undersöker elevernas perspektiv på relevans, att undervisningen upplevs som viktig för dem i förhållande till deras intressen eller mål. Viktig blir den, enligt Self-determination Theory, om den bidrar till vårt behov av att uppleva kompetens, autonomi och tillhörighet. Styrkan i vår motivation beror sedan på hur högt vi värderar detta viktiga, och vår förväntan att nå det, enligt Expectancy-Value Theory. För att undersöka undervisningens design för relevans analyserades undervisningen utifrån ARCS-modellen för utformning av undervisning för motivation till lärande (Keller, 2010). Elevernas respons på undervisningen undersöktes sedan med en enkät i sex klasser på tre skolor i kommunen. Resultatet visade att samtliga av Kellers tre koncept för relevans i undervisning; målorientering, matcha motiv och förtrogenhet, beaktas vid utformningen av kursen. De användes också vid ett flertal tillfällen och på olika sätt. Elevernas respons på kursen visade sig vara övervägande positiv. På de fyra påståendena om upplevelsen av undervisningens relevans svarade mellan 55 och 75% av eleverna att det stämde ganska bra eller bra. Innehållets generella nytta, rankades högre än det egna intresset. Denna studie har visat att man kan utforma undervisning så att den ökar elevernas upplevelse av relevans. Tidigare forskning, och studiens resultat, antyder dock att stoffets relevans är en nödvändig, men inte tillräcklig, förutsättning för elevernas upplevelse av relevans. Läraren måste först få elevernas uppmärksamhet, och klassens sociala norm behöver tillåta deras engagemang och lärande. / <p>Teknik</p>
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Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm.Fotouhi-Ghazvini, Faranak January 2011 (has links)
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A ¿Conversational Framework¿ is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a ¿conversation¿ between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform
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is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. Learners¿ enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions.
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