806 resultados para motivation and engagement
Resumo:
Education can take advantage of e-Infrastructures to provide teachers with new opportunities to increase students' motivation and engagement while they learn. Nevertheless, teachers need to find, integrate and customize the resources provided by e-Infrastructures in an easy way. This paper presents ViSH Editor, an innovative web-based e-Learning authoring tool that aims to allow teachers to create new learning objects using e-Infrastructure resources. These new learning objects are called Virtual Excursions and are created as reusable, granular and interoperable learning objects. This way they can be reused to build new ones and they can be integrated in websites or Learning Management Systems. Details about the design, development and the tool itself are explained in this paper as well as the concept, structure and metadata of the new learning objects. Lastly, some real examples of how to enrich learning using Virtual Excursions are exposed.
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Em virtude de uma elevada expectativa de vida mundial, faz-se crescente a probabilidade de ocorrer acidentes naturais e traumas físicos no cotidiano, o que ocasiona um aumento na demanda por reabilitação. A terapia física, sob o paradigma da reabilitação robótica com serious games, oferece maior motivação e engajamento do paciente ao tratamento, cujo emprego foi recomendado pela American Heart Association (AHA), apontando a mais alta avaliação (Level A) para pacientes internados e ambulatoriais. No entanto, o potencial de análise dos dados coletados pelos dispositivos robóticos envolvidos é pouco explorado, deixando de extrair informações que podem ser de grande valia para os tratamentos. O foco deste trabalho consiste na aplicação de técnicas para descoberta de conhecimento, classificando o desempenho de pacientes diagnosticados com hemiparesia crônica. Os pacientes foram inseridos em um ambiente de reabilitação robótica, fazendo uso do InMotion ARM, um dispositivo robótico para reabilitação de membros superiores e coleta dos dados de desempenho. Foi aplicado sobre os dados um roteiro para descoberta de conhecimento em bases de dados, desempenhando pré-processamento, transformação (extração de características) e então a mineração de dados a partir de algoritmos de aprendizado de máquina. A estratégia do presente trabalho culminou em uma classificação de padrões com a capacidade de distinguir lados hemiparéticos sob uma precisão de 94%, havendo oito atributos alimentando a entrada do mecanismo obtido. Interpretando esta coleção de atributos, foi observado que dados de força são mais significativos, os quais abrangem metade da composição de uma amostra.
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Los videojuegos permiten enseñar contenidos y destrezas de forma eficiente, posibilitando un aprendizaje duradero (Rama et al., 2012), y aumentan la motivación y la implicación del alumnado (Martens et al., 2004). En esta línea, el presente estudio pretende medir tanto el grado de satisfacción de dos grupos de estudiantes de L2 de la Universidad de Alicante con respecto a la adquisición de terminología especializada por medio de un videojuego como la percepción sobre el propio grado de aprendizaje. Tras un periodo de práctica, se ha medido y analizado tanto el grado de aprendizaje alcanzado como la satisfacción con la herramienta empleada y, muy especialmente, las diferencias en el grado de aprendizaje percibido por cada uno de estos grupos.
Resumo:
Pour permettre de mieux comprendre la problématique du désengagement des adolescents en éducation physique et aussi à l’endroit de l’activité physique en général, la présente étude avait pour objectif d’examiner les liens entre, d’une part, le climat motivationnel en classe d’éducation physique (maîtrise et performance) et les besoins psychologiques des élèves des deux sexes (compétence, autonomie et appartenance) et, d’autre part, les buts d’accomplissement (maîtrise, performance-approche et performance-évitement) poursuivis en éducation physique. Elle visait aussi à examiner l’impact des buts d’accomplissement sur les attitudes et habitudes des adolescents à l’endroit de l’activité physique en général. Pour atteindre ces objectifs, 909 élèves (âge moyen = 13,87[0,94]) ont rempli des questionnaires à items auto-révélés à trois reprises pendant l’année scolaire. Des modèles d’équations structurelles (AMOS 22), des analyses d’invariance ainsi que l’approche sans contrainte ont servi à analyser les données. Les résultats indiquent que les buts d’accomplissement des élèves varient en fonction du climat motivationnel perçu et que le sentiment de compétence entretient une relation positive avec les trois buts d’accomplissement. Ces relations étaient invariantes selon le sexe des élèves. Par ailleurs, une seule interaction climat-besoin s’est avérée significative : l’interaction entre le climat de maîtrise et le sentiment d’autonomie prédit négativement l’adoption de buts de performance-évitement. Cela signifie que la perception d’un climat de maîtrise réduit l’adoption de buts de performance-évitement par les élèves, mais seulement lorsque ceux-ci affichent un fort sentiment d’autonomie. Finalement, l’adoption de buts de maîtrise et de buts de performance-approche en éducation physique exerce une influence positive sur les attitudes des élèves qui, à leur tour, influencent leurs habitudes en activité physique. Seule l’adoption de buts de performance-approche entretient une relation positive directe avec les habitudes des élèves. En conclusion, l’enseignant d’éducation physique peut agir sur la motivation et l’engagement des élèves en classe, mais aussi à l’extérieur des cours, en instaurant un climat motivationnel de maîtrise et en aidant les élèves à satisfaire leur besoin de compétence.
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The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.
Resumo:
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.
Resumo:
Pour permettre de mieux comprendre la problématique du désengagement des adolescents en éducation physique et aussi à l’endroit de l’activité physique en général, la présente étude avait pour objectif d’examiner les liens entre, d’une part, le climat motivationnel en classe d’éducation physique (maîtrise et performance) et les besoins psychologiques des élèves des deux sexes (compétence, autonomie et appartenance) et, d’autre part, les buts d’accomplissement (maîtrise, performance-approche et performance-évitement) poursuivis en éducation physique. Elle visait aussi à examiner l’impact des buts d’accomplissement sur les attitudes et habitudes des adolescents à l’endroit de l’activité physique en général. Pour atteindre ces objectifs, 909 élèves (âge moyen = 13,87[0,94]) ont rempli des questionnaires à items auto-révélés à trois reprises pendant l’année scolaire. Des modèles d’équations structurelles (AMOS 22), des analyses d’invariance ainsi que l’approche sans contrainte ont servi à analyser les données. Les résultats indiquent que les buts d’accomplissement des élèves varient en fonction du climat motivationnel perçu et que le sentiment de compétence entretient une relation positive avec les trois buts d’accomplissement. Ces relations étaient invariantes selon le sexe des élèves. Par ailleurs, une seule interaction climat-besoin s’est avérée significative : l’interaction entre le climat de maîtrise et le sentiment d’autonomie prédit négativement l’adoption de buts de performance-évitement. Cela signifie que la perception d’un climat de maîtrise réduit l’adoption de buts de performance-évitement par les élèves, mais seulement lorsque ceux-ci affichent un fort sentiment d’autonomie. Finalement, l’adoption de buts de maîtrise et de buts de performance-approche en éducation physique exerce une influence positive sur les attitudes des élèves qui, à leur tour, influencent leurs habitudes en activité physique. Seule l’adoption de buts de performance-approche entretient une relation positive directe avec les habitudes des élèves. En conclusion, l’enseignant d’éducation physique peut agir sur la motivation et l’engagement des élèves en classe, mais aussi à l’extérieur des cours, en instaurant un climat motivationnel de maîtrise et en aidant les élèves à satisfaire leur besoin de compétence.
Resumo:
Motivation plays a key role in successful entry into working life. Based on a cross-sectional and a one-year longitudinal study, we used a person-centered approach to explore work-related motivation (i.e., autonomous goals, positive affect, and occupational self-efficacy) among 577 students in 8th grade (Study 1) and 949 adolescents in vocational training (Study 2). Based on latent profile analysis, in both studies we identified four groups that were characterized by different levels of overall motivation and one group characterized by low positive affect and mean levels in autonomous goals and self-efficacy. Profiles characterized by high levels of motivation showed the highest levels of positive work expectations and goal engagement and the lowest levels of negative work expectations in Study 1 and the highest levels of person-job fit, work engagement, and job satisfaction in Study 2. Moreover, latent difference score analysis showed that motivational profiles predicted changes in person-job fit and work engagement across one year but not in job satisfaction. The results imply that career counselors should be aware of characteristic motivational patterns of clients that may require specific counseling approaches.
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The objective of this work is to present elements of the project Student engagement in Schools (SES). The team consists of 10 researchers from six Universities. Student engagement in schools is a multidimensional construct that unites affective, behavioural, and cognitive dimensions of student adaptation in the school and has influence on students’outcomes. The team of researchers conceptualized two major studies, a differential study to analyze the relations between SES and contextual factors, personal factors, student’s outcomes, and a quasi-experimental study to analyze the effects on SES of a specific intervention programmes. In study 1, the sample size is around 600 students (150 6th graders, 150 7th graders, 150 9th graders, and 150 10th graders). We shall focus on years of school transition, with rural and urban populations, on different regions of the country, and on students with different family background. We shall conduct questionnaires with national and international scales. The study 2 will involve students in 7th and 9th grade, from four classes, two of the experimental group and two of the control group. Patterns of verbal communication between a teacher and students can influence the classroom environment and SES. This model of communication would result in more effective student management and more time on-task for learning.
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This paper focusses on attracting and retaining young people into technical disciplines. It introduces a new model of technical education from age 14 that the UK Government initiated in 2008. A concept of University led Technical Colleges (UTCs) for 14-19 year olds. These state supported schools, sponsored by a University, have technical curricula, technologically enabled learning environments and strong engagement with employers. As new schools they have been able to recruit outstanding staff that are conversant with the use of technology to enhance learning and all students have their own iPads. The Aston University Engineering Academy opened in September 2012 and a recent survey of staff, students and parents has provided both qualitative and quantitative data on the benefits to motivation and learning of these embedded iPads. The devices have also had advantages for the management of data on student achievement from a leadership, teaching staff and parental view point.
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Service-learning in higher education is gaining attention as a reliable tool to support students’ learning and fulfil the mission of higher education institutions (HEIs). This dissertation addresses existing gaps in the literature by examining the effects and perspectives of service-learning in HEIs through three studies. The first study compares the effects of a voluntary semester-long service-learning course with traditional courses. A survey completed by 110 students before and after the lectures found no significant group differences in the psychosocial variables under inspection. Nevertheless, service-learning students showed higher scores concerning the quality of participation. Factors such as students’ perception of competence, duration of service-learning, and self-reported measures may have influenced the results. The second study explores the under-researched perspective of community partners in higher education and European settings. Twelve semi-structured interviews were conducted with community partners from various community organisations across Europe. The results highlight positive effects on community members and organisations, intrinsic motivations, organisational empowerment, different forms of reciprocity, the co-educational role of community partners, and the significant role of a sense of community and belonging. The third study focuses on faculty perspectives on service-learning in the European context. Twenty-two semi-structured interviews were conducted in 14 European countries. The findings confirm the transformative impact of service-learning on the community, students, teachers, and HEIs, emphasising the importance of motivation and institutionalisation processes in sustaining engaged scholarship. The study also identifies the relevance of the community experience, sense of community, and community responsibility with the service-learning experience; relatedness is proposed as the fifth pillar of service-learning. Overall, this dissertation provides new insights into the effects and perspectives of service-learning in higher education. It integrates the 4Rs model with the addition of relatedness, guiding the theoretical and practical implications of the findings. The dissertation also suggests limitations and areas for further research.
Resumo:
An important constituent group and a key resource of higher education institutions (HEIs) is the faculty or academic staff. The centrality of the faculty role makes it a primary sculptor of institutional culture and has implications for the quality of the institution and therefore has a major role in achieving the objectives of the institution. Demand for academic staff in higher education has been increasing and may be expected to continue to increase. Moreover the performance of academic staff as teachers and researchers determines much of the student satisfaction and has an impact on student learning. There are many factors that serve to undermine the commitment of academics to their institutions and careers. Job satisfaction is important in revitalizing staff motivation and in keeping their enthusiasm alive. Well motivated academic staff can, with appropriate support, build a national and international reputation for themselves and the institution in the professional areas, in research and in publishing. This paper aims to identify the issues and their impacts on academic staff job satisfaction and motivation within Portuguese higher education institutions reporting an ongoing study financed by the European Union through the Portuguese Foundation for Science and Technology.
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Mestrado em Engenharia Informática - Área de Especialização em Sistemas Gráficos e Multimédia
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Creativity and its promotion are widespread concerns in education. However, few efforts have been made to implement intervention programs designed to promote creativity and other related aspects (e.g., academic motivation). The Future Problem Solving Program International (FPSPI), aimed for training creativity representations and creative problem solving skills in young people, has been one of the most implemented programs. This intervention’s materials and activities were adapted for Portuguese students, and a longitudinal study was conducted. The program was implemented during four months, in weekly sessions, by thirteen teachers. Teachers received previous training for the program and during the program’s implementation. Intervention participants included 77 Basic and Secondary Education students, and control participants included 78 equivalent students. Pretest-posttest measures of academic motivation and creativity representations were collected. Results suggest a significant increase, in the intervention group, in motivation and the appropriate representations of creativity. Practical implications and future research perspectives are presented.
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Malgrat la rellevància estratègica i el paper desestabilitzador de Corea del Nord a la regió econòmicament més dinàmica del món, la UE no compta amb cap estratègia clara per involucrar-se amb aquest país. Combinant tècniques d’anàlisi qualitatives i quantitatives, aquest treball pretén descobrir possibles contradiccions internes que impedeixin la definició d'una política exterior europea coherent i efectiva amb respecte a Corea del Nord, així com discrepàncies entre les percepcions d’actors interns de la UE i les d’actors externs. S'han detectat importants diferències d’expectatives i mancances en termes de coherència, tant entre les visions expressades pels actors interns com entre les opinions d’aquests actors i les dels futurs líders sudcoreans enquestats – diferències que fins i tot afecten la promoció dels drets humans