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1.
This study focuses on learning in three different hypermedia environments that either support autonomous learning, learner-controlled learning or system-controlled learning and explores the mediating role of academic self-regulation style (ASRS; i.e. a macro level of motivation) on learning. This research was performed to gain more insight in the conditions under which learning in hypermedia environments is effective. Sixty-nine grade five students from a primary school answered short essay questions using video material from a hypermedia environment. The effects on task motivation and test performance were measured. It was found that learners in the autonomy supported hypermedia environment reported lower levels of controlled task motivation, compared to the learners in the system-controlled and learner-controlled hypermedia environments. But there were no effects of hypermedia environment on autonomous task motivation or the reported need fulfilment for autonomy. Furthermore, learners in the learner-controlled hypermedia environment scored lower on a delayed, In-Depth Knowledge Test compared to learners in the other two environments. Moreover, learners in the autonomy supported hypermedia environment watched more (unique) videos compared to learners in the system-controlled and the learner-controlled hypermedia environments. As for the role of learners' ASRS, we found no interaction with the type of hypermedia environment on task motivation or performance. Learners' ASRS did, however, affect the learners' motivation for the task. And, when presented with advice (as in the autonomy supported hypermedia environment) learners with an autonomous self-regulation style followed more advice, compared to learners with a more controlled self-regulation style.  相似文献   

2.
A relatively large number of South African learners drop out of school during the last 2 years of high school. This has important negative consequences for the individual learners, as well as for the country as a whole since it contributes greatly to the high number of unskilled and unemployed people. This study was carried out to explore whether, aside from gender and school environment, learners’ motivation can serve as a predictor of the (un)successful transition of learners from grades 11 to 12 in South Africa. A total of 1,355 grade 11 learners from previously advantaged, transition, and previously disadvantaged school environments in the Free State’s Motheo district participated in the study. Self-determination theory and general theories of learner motivation were used as the underlying theoretical basis for the selection of the predictors. Results showed that the number of unsuccessful learners was much higher among boys and in previously disadvantaged schools. We did not find the importance attached to intrinsic and extrinsic goals to predict the (un)successful transition. We did, however, find that successful transition is associated with higher levels of learner motivation, a more positive attitude towards learning and lower levels of educational anxiety. Finally, in comparison with their unsuccessful peers, learners who were successful in the transition to grade 12 were significantly more autonomously motivated and showed significantly less controlled motivation.  相似文献   

3.
This paper focuses on theory and research issues associated with the use of hypermedia technologies in education. It is proposed that viewing hypermedia technologies as an enabling infrastructure for tools to support learning—in particular learning in problem-based pedagogical environments involving cases—has particular promise. After considering research issues with problem-based learning related to knowledge transfer and conceptual change, a design framework is discussed for a hypermedia system with scaffolding features intended to support and enhance problem-based learning with cases. Preliminary results are reported of research involving a new version of this hypermedia design approach with special ontological scaffolding to explore conceptual change and far knowledge transfer issues related to learning advanced scientific knowledge involving complex systems as well as the use of the system in a graduate seminar class. Overall, it is hoped that this program of research will stimulate further work on learning and cognitive sciences theoretical and research issues, on the characteristics of design features for robust and educationally powerful hypermedia systems, on ways that hypermedia systems might be used to support innovative pedagogical approaches being used in the schools, and on how particular designs for learning technologies might foster learning of conceptually difficult knowledge and skills that are increasingly necessary in the 21st century.
Michael J. JacobsonEmail:

Michael J. Jacobson   Ph.D., is a faculty researcher at the Singapore Learning Sciences Laboratory and an Associate Professor in the Learning Sciences and Technology Academic Group at the National Institute of Education (NIE), Nanyang Technological University in Singapore. His research has focused on the design of learning technologies such as 3D multi-user virtual environments and hypermedia to foster deep conceptual understanding, conceptual change, and knowledge transfer in challenging conceptual domains. Most recently, his work has explored cognitive and learning issues related to the design of learning technologies to help students understand new scientific perspectives emerging from the study of complex and dynamical systems.  相似文献   

4.
A number of available resources offer guidance about hypermedia design strategies, many of which rely on principles of user-centered design. Many recent efforts, however, have focused more on developing learner-centered hypermedia. Learner-centered hypermedia is designed to help learners achieve their educational goals, rather than offer mere usability. Unfortunately, this endeavor is hamstrung by a lack of empirical research on the topic. Research conducted in my laboratory and others has provided some insight, however. It is now understood that several system and user characteristics influence outcomes of hypermedia-assisted learning (HAL). Among the most relevant factors are learners’ levels of metacognition and prior knowledge, and the interaction between these factors and hypermedia structure. By capitalizing on this research, it is possible to create hypermedia that scaffolds learners in their quest to build knowledge and understanding. The present article draws from empirical findings to suggest hypermedia design strategies aimed at scaffolding learners engaged in HAL. These guidelines target learners’ knowledge and metacognitive ability to structure hypermedia that maximizes learning potential.
Amy M. ShapiroEmail:
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5.
The purpose of this study is to understand predictors of different learning outcomes among various student background characteristics, types of learning motivation and engagement behaviors. 178 junior students were surveyed at a 4-year research university in Taiwan. The scales of motivation, engagement and perceived learning outcomes were adapted from the Motivated Strategies for Learning Questionnaire and the National Survey of Student Engagement College Student Report. Multiple hierarchical regression analysis was used in data analysis. Findings confirm that different student background characteristics and learning motivation can predict different learning outcomes. However, student engagement behaviors cannot significantly predict different types of learning outcomes when student background and learning motivation variables are included. This study also finds that student’s majors play an important role in explaining learning outcomes. Overall, the findings highlight the importance of learning motivation and suggest that instructors can provide students with more successful learning experiences to ensure more confidence in their learning abilities.  相似文献   

6.
While educational technologies provide increasing opportunities for interactive exploration in a learning environment, crucial questions remain: Will learners be able to exercise control and effectively regulate their own learning in flexible learning systems? Will they be motivated enough really to explore? Theory and research suggest that learners can and will, if the instructional systems are well-designed and if the learners are adequately prepared. In this paper, the components of learner control, self-regulated learning, and continuing motivation are examined as possible requirements and benefits of effective interactive instruction. A theoretical framework is advanced which illustrates the interdependence and mutual importance of these three components. Educational research in each of these three areas is analyzed, inconsistencies are discussed, and further support is developed for consideration of these components within an instructional situation. Finally, recommendations are offered for future research, to develop further what we know about what makes instruction effective and learners successful.  相似文献   

7.
This study compared the affordances of 4 multimedia learning environments for specific learning processes. The environments covered the same domain but used different instructional approaches: (a) hypermedia learning, (b) observational learning, (c) self-explanation-based learning, and (d) inquiry learning. Although they all promote an active attitude, they differ in the specific learning processes they intend to foster. In earlier research (Eysink et al., 2009 Eysink, T. H. S., de Jong, T., Berthold, K., Kolloffel, B., Opfermann, M. and Wouters, P. 2009. Learner performance in multimedia learning arrangements: An analysis across instructional approaches. American Educational Research Journal, 46: 11071149. [Crossref], [Web of Science ®] [Google Scholar]), we found that learners involved in self-explanation-based or inquiry learning had the highest learning outcomes. In these approaches learners were required to generate (parts of) the subject matter, from which we concluded that they presumably stimulated learners to elaborate. Therefore, in the present study we expected that learners involved in self-explanation-based or inquiry learning would engage in more learning processes connected to elaboration than would learners involved in hypermedia or observational learning. Forty participants worked through the learning environments while thinking aloud; their protocols were coded using a generic learning processes scheme. Results showed that self-explanation-based learning and inquiry learning led to greater engagement in learning processes in general and more elaborative processes in particular. The results suggest that elaboration is indeed the key process explaining differences in learning across different instructional approaches within multimedia learning environments.  相似文献   

8.
Hypermedia learning environments (HLE) unevenly present new challenges and opportunities to learning processes and outcomes depending on learner characteristics and instructional supports. In this experimental study, we examined how one such HLE—MetaTutor, an intelligent, multi-agent tutoring system designed to scaffold cognitive and metacognitive self-regulated learning (SRL) processes—interacts with learner’s prior domain knowledge to affect their note-taking activities and subsequent learning outcomes. Sixty (N = 60) college students studied with MetaTutor for 120 min and took notes on hypermedia content of the human circulatory system. Log-files and screen recordings of learner-system interactions were used to analyze notes for several quantitative and qualitative variables. Results show that most note-taking was a verbatim copy of instructional content, which negatively related to the post-test measure of learning. There was an interaction between prior knowledge and pedagogical agent scaffolding, such that low prior knowledge students took a greater quantity of notes compared to their high prior knowledge counterparts, but only in the absence of MetaTutor SRL scaffolding; when agent SRL scaffolding was present, the note-taking activities of low prior knowledge students were statistically equivalent to the number of notes taken by their high prior knowledge counterparts. Theoretical and instructional design implications are discussed.  相似文献   

9.
We collected think-aloud, pre-test, post-test, and motivation data from 43 undergraduates to examine the impact of conceptual scaffolds on the fluctuation of certain motivation constructs and use of self-regulatory processes during learning with hypermedia. Participants were randomly assigned to either the No Scaffolding (NS) or Conceptual Scaffolding (CS) condition. During the experimental session, each participant individually completed a pre-test on the circulatory system, a pre-task motivation questionnaire, one 30-min hypermedia learning task during which they learned about the circulatory system, a motivation questionnaire at three regular intervals during this learning task, a post-test on the circulatory system, and a post-task motivation questionnaire. Results indicated that while participants in both conditions gained declarative knowledge, participants who received conceptual scaffolds during learning demonstrated deeper understanding of the circulatory system on the post-test. In terms of self-regulatory processes, the results indicated that participants in the CS condition used significantly more planning processes during learning than participants in the NS condition. Additionally, participants in both conditions significantly decreased their use of strategies as they progressed through the learning task. Regarding motivation while learning with hypermedia, results indicated that participants in both conditions reported significantly increased levels of interest as they progressed through the learning task. Furthermore, participants in the CS condition reported the task as being easier and putting forth less effort than participants in the NS condition.
Daniel C. MoosEmail:
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10.
Informal observations of Prolog learners showed that, despite being presented with correct information and models, students still tended to construct their own idiosyncratic explanations of events, and, characteristically, they defended these ‘stories’ fiercely when tutorial intervention was attempted. Although the stories were often so flawed that the student's future progress was potentially hampered, it was nevertheless true that learning could not have proceeded at all without them. It seems that if we are to understand the novice Prolog programmer, we need to know about these stories, their source, and what, if anything, they have in common from one learner to another. Pain and Bundy (1987) posed the question “What stories should we tell novice Prolog programmers?” in order to teach them Prolog. In our research, we ask: “What stories do novices Prolog programmers tell themselves?” in order to learn Prolog. Observational studies undertaken showed that students used tacit knowledge of human discourse processes both to interpret the language used to communicate with the computer and to interpret the behaviour of the machine. Students did not appreciate the fundamental differences between natural discourse (as takes place amongst humans) and formal discourse (as takes place between humans and machines), and confused elements of the discourse levels. This can be an effective initial learning strategy, but unless its limitations are recognised, programs are inevitably incomplete at some level. Examples from these studies are reported here with illustrative protocol fragments.  相似文献   

11.
The attributes of self-direction in learning are becoming increasingly important as the need for lifelong learning grows in strength. Educators are challenged to assist in the development of self-directed learning skills and to encourage learners to more freely use self-direction in their learning activities. Unfortunately, there are few validated procedures for identifying the self-directed learners. Guglielmino's Self-Directed Learning Readiness Scale is one of the few instruments identified in the literature for the purpose of measuring self-direction in learning. Even though the scale has been widely used, additional validation is needed. This study was designed to use a multitrait-multimethod procedure for determining the validity of the SDLRS. The sample included 136 college students from two different colleges: 63 black students, 70 white students and 3 students of other nationalities (other than USA). Thirty-seven specific hypotheses were tested. Findings concerning selected hypotheses are discussed. Three general conclusions concerning the validity of the SDLRS are as follows: (1) The findings are supportive of the validity of the SDLRS; (2) Significant differences were noted in faculty ratings according to racial composition and student scores on the SDLRS; (3) Significant associations exist between the SDLRS scores and variables such as age, educational level and ARS (agreement response set).  相似文献   

12.
Many institutions encourage formative computer‐based assessment (CBA), yet competing priorities mean that learners are necessarily selective about what they engage in. So how can we motivate them to engage? Can we facilitate learners to take more control of shaping their learning experience? To explore this, the Learning with Interactive Assessment (LINA) project, a small‐scale study, trialed a selection of online, interactive question features designed to increase motivation, particularly of work‐based learners, and to enhance learners' ability to self‐regulate their own learning experience. We present initial findings on learner perceptions of: (1) a confidence indicator tool—for learners to indicate their confidence that their answer will be correct before answering a question; (2) a learning log—for learners to insert reflections or view system‐recorded information about their learning pathway; and (3) question feedback—for displaying a range of author comments. Themes emerged relating to motivational, behavioural and cognitive factors, including risk taking and skills in self‐assessment. A serendipitous finding highlights learners' frequently not reading onscreen feedback and presents perceptions on when feedback becomes most useful. Motivators and barriers to engagement and self‐regulation are discussed in relation to principles of best feedback practice.  相似文献   

13.
Promoting Acceleration of Comprehension and Content through Text (PACT) and similar team-based models directly engage and support students in learning situations that require cognitive elaboration as part of the processing of new information. Elaboration is subject to metacognitive control, as well (Karpicke, Journal of Experimental Psychology: General 138(4):469–485, 2009)—successful learners use metacognitive elaborative rehearsal to process and make sense of incoming information even in the absence of structured opportunities or instructional prompts for elaborating. Levels of processing and cognitive load theories suggest that students in PACT classrooms may outperform students in comparison classes because PACT engages and supports deep cognitive processing (via elaboration and discussion) at the time of learning, allowing participants to better conserve and more consistently reallocate cognitive and metacognitive resources (compared to students in the non-treated group) for encoding content. In other words, PACT may moderate the relationship of metacognitive elaborative rehearsal and content retrieval. Extant data from years 1 (n?=?419) and 2 (n?=?704) of the PACT/RFU project suggests such an effect. As hypothesized, there were no mean differences in reported metacognitive rehearsal use across the groups because metacognitive elaborative rehearsal was not taught. However, regression coefficients for content recall on metacognitive elaboration were greater in the treatment group in both samples suggesting that an instructional emphasis on deep processing leads to better content recall. The findings are discussed in the context of the Common Core State Standards and the large-scale testing programs in place currently across the USA.  相似文献   

14.
New methods for gathering and analyzing data about events that comprise self-regulated learning (SRL) support discoveries about patterns among events and tests of hypotheses about roles patterns play in learning. Five such methodologies are discussed in the context of four key questions that shape investigations into patterns in SRL. A framework for this review is provided by a model that structures SRL in terms of: conditions of a task, operations, products generated by operations, evaluations of work and standards used in evaluations (COPES; Winne in Journal of Educational Psychology, 89, 397–410, 1997). Four recommendations are made for future work on SRL as patterned activity: prune models of SRL with experimental tests, explicitly include goals in data, ensure learners have options for SRL by training them in tactics and strategies, and provide learners access to accurate displays about the events and patterns that comprise SRL.  相似文献   

15.
This study examined the impact of e-book interactivity design on the learning of Chinese characters by fourth graders (10-year-old children). This study was guided by two main questions: (1) Are there any differences in achievements (Chinese character writing, lexical comprehension, and lexical usage) between groups of young learners who read e-books with different interactivity levels? and (2) Are there any differences in motivation (attention, confidence, relevance, and satisfaction) between groups of young learners who read e-books with different interactivity levels? This study was an experimental design where the independent variable was the interactivity design of digital books. A sample of 99 fourth graders participated in the study and participants were randomly assigned into these two groups, with one group reading an e-book with a low level of interactivity (pace-control only) and the other reading an e-book with a high level of interactivity (sequence- and media-control). Participants were asked to complete a pre-test first, and then they read their assigned e-books for 30 minutes. After they finished reading, they were given a post-test. The results showed a reverse interactivity effect, that is, the group reading the e-book with the low level of interactivity (pace-control only) performed significantly better in Chinese character writing, attention, and satisfaction. This might be due to young learners' limited cognitive capacity and processing ability for learning with hypermedia. This study aims to expand on existing theories on interactive learning for young learners and serves as a reference for elementary school teachers and e-book publishers.  相似文献   

16.
As hypermedia, online teacher professional development (TPD) should ideally support diverse learners to work with online content effectively because it involves multiple representations and a nonlinear format. Differences among participants in motivation and learning provide challenges for design. The present study is a use-inspired, mixed-method study of 164 teachers’ motivation and learning in an unmoderated online workshop. It addresses participants’ demographic and motivational profiles, participation in this type of workshop (e.g., the frequency, duration, and focus, as well as their work with technology-enhanced, nonroutine challenge problems and journal assignments), the predictive value of the initial questionnaire, and implications for design. Findings indicate that while three clusters of motivational profiles could be identified (low interest, low self-efficacy, and less math; low interest, high self-efficacy, and more math; high interest, high self-efficacy, and more math), whether the teachers continue to participate appears to be related to the structure and content of the workshop, not just these profiles. Findings are interpreted as suggesting that the potential of hypermedia lies in its designers’ abilities to support participant stake by providing for multiple ways into thinking and working with disciplinary content—design that both accommodates and supports those with differing strengths and needs. Implications for studying motivation and learning online are also discussed.  相似文献   

17.
手势交互作为一种理想的虚拟现实交互技术,其在虚拟实验中的应用能够很好地满足学习者多样化的交互需求并提升交互体验。然而,当前关于手势交互虚拟实验的研究大多聚焦于提高手势识别的准确率、设计开发不同领域的虚拟实验应用等方面,而对学习者在虚拟实验中的学习体验并未进行深入地研究。为了探索手势交互虚拟实验对学习者学习体验的影响机制,利用设计开发的基于Leap Motion的"计算机组成原理"虚拟实验,采用混合研究范式对学习者的沉浸感、学习动机和态度分别进行了测量与分析。结果表明:在手势交互虚拟实验中,学习动机作为中间因素会影响学习者的学习体验;身临其境的感觉和自然丰富的交互体验能够有效增强学习者的物理沉浸,进而提高学习者的学习动机,改善学习者的情感体验并增强其使用意愿,由此来促进学习者学习体验的提升。从改进实践的层面来看,未来应合理设计交互手势,创设高度沉浸的实验环境,优化虚拟实验任务设计,注重对学习反思的引导,以不断提升学习者在心理沉浸和学习效果方面的表现。  相似文献   

18.
Contrary to system-controlled multimedia learning environments, hypermedia systems are characterized by a high level of interactivity. This interactivity is referred to as learner control in the respective literature. For several reasons this learner control is seen as a major advantage of hypermedia for learning and instruction. For instance, learner control might increase students’ interest and motivation, facilitate adaptive instruction, or provide affordances for active and constructive information processing. In this paper we analyze the instructional potentials of learner-controlled hypermedia environments as well as possible reasons for the ambiguous results of studies that have aimed at determining the effectiveness of hypermedia learning. According to our analysis, the potential effectiveness of self-controlled learning with hypermedia might be difficult to demonstrate due to (1) usability problems (i.e., disorientation, distraction, cognitive overload), (2) moderating learner characteristics (i.e., prior knowledge, self-regulatory skills, cognitive styles, and attitudes towards learning), (3) a lack of conceptual foundations, and (4) methodological shortcomings of many hypermedia studies. The findings reviewed in this paper and the corresponding claim that hypermedia may be effective only if used in a sensible way are used to derive a couple of guidelines for further research on hypermedia learning.  相似文献   

19.
Although many researchers have pointed out that educational robots can stimulate learners’ learning motivation, the learning motivation will be hardly sustained and rapidly decreased over time if the amusement and interaction merely come from the new technology itself without incorporating instructional strategies. Many researchers have identified that the sustainability of the learning motivation is closely related to the instructional strategies. Accordingly, learners must be well guided by suitable instructional strategies to enhance and sustain their learning motivation. In other words, suitable instructional strategies are required even if introducing educational robots to learners can stimulate learning motivation at the beginning of learning activities. Literature also suggests that systematic instructional strategies can be designed with the use of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model. As the rapid development of robotics, it has become feasible to apply the educational robot for enhancing learning. A robot teaching assistant (RTA) was designed to enhance and sustain learning motivation for the learning of English reading skills. A quasi-experimental design and the Instructional Material Motivational Survey questionnaire were used for data collection and evaluation. The findings showed that the design of the RTA-based learning activities guided by the ARCS model for learning English reading skills can significantly improve learners’ learning motivation, learning performance, and continuance intention.  相似文献   

20.
Metacognition and self-regulation are important for developing effective learning in the classroom and beyond, but novice learners often lack effective metacognitive and self-regulatory skills. However, researchers have demonstrated that metacognitive processes can be developed through practice and appropriate scaffolding. Betty’s Brain, an open-ended computer-based learning environment, helps students practice their cognitive skills and develop related metacognitive strategies as they learn science topics. In this paper, we analyze students’ activity sequences in a study that compared different categories of adaptive scaffolding in Betty’s Brain. The analysis techniques for measuring students’ cognitive and metacognitive processes extend our previous work on using sequence mining methods to discover students’ frequently-used behavior patterns by (i) developing a systematic approach for interpreting derived behavior patterns using a cognitive/metacognitive task model and (ii) analyzing the evolution of students’ frequent behavior patterns over time. Our results show that it is possible to identify students’ learning behaviors and analyze their evolution as they work in the Betty’s Brain environment. Further, the results illustrate that changes in student behavior were generally consistent with the scaffolding provided, suggesting that these metacognitive strategies can be taught to middle school students in computer-based learning environments.  相似文献   

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