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The L2 Motivational Self System and L2 Achievement: A Study of Saudi EFL Learners
by
HARKINS, JEAN
,
MOSKOVSKY, CHRISTO
,
ASSULAIMANI, TURKI
in
Academic Achievement
,
Competence
,
Correlation
2016
The research reported in this article explores the relationship between Dörnyei's (2005, 2009) Second Language Motivational Self System (L2MSS) and the L2 proficiency level of Saudi learners of English as a foreign language (EFL). Male and female participants (N = 360) responded to a questionnaire relating to the main components of L2MSS, the ideal L2 self, the ought-to L2 self, and the L2 learning experience, as well as learners' intended learning efforts. The participants' L2 proficiency was then measured with an EFL reading and writing test. Descriptive and inferential analyses of the collected data revealed—as expected—that the components of the L2MSS were a good predictor of the learners' intended learning efforts. However, the study also established that in this learner population these components were not consistently correlated with L2 achievement. The findings can be treated as evidence that self-reported motivation does not always have behavioral consequences.
Journal Article
Affordances of Augmented Reality in Science Learning: Suggestions for Future Research
2013
Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education, which are named as image-based AR and location-based AR. These approaches may result in different affordances for science learning. It is then found that students' spatial ability, practical skills, and conceptual understanding are often afforded by image-based AR and location-based AR usually supports inquiry-based scientific activities. After examining what has been done in science learning with AR supports, several suggestions for future research are proposed. For example, more research is required to explore learning experience (e.g., motivation or cognitive load) and learner characteristics (e.g., spatial ability or perceived presence) involved in AR. Mixed methods of investigating learning process (e.g., a content analysis and a sequential analysis) and in-depth examination of user experience beyond usability (e.g., affective variables of esthetic pleasure or emotional fulfillment) should be considered. Combining image-based and location-based AR technology may bring new possibility for supporting science learning. Theories including mental models, spatial cognition, situated cognition, and social constructivist learning are suggested for the profitable uses of future AR research in science education.
Journal Article
Towards a better understanding of the L2 Learning Experience, the Cinderella of the L2 Motivational Self System
2019
The theoretical emphasis within the L2 Motivational Self System has typically been on the two future self-guides representing possible (ideal and ought-to) selves, leaving the third main dimension of the construct, the L2 Learning Experience, somewhat undertheorized. Yet, this third component is not secondary in importance, as evidenced by empirical studies that consistently indicate that the L2 Learning Experience is not only a strong predictor of various criterion measures but is often the most powerful predictor of motivated behavior. This paper begins with an analysis of possible reasons for this neglect and then draws on the notion of student engagement in educational psychology to offer a theoretical framework for the concept. It is proposed that the L2 Learning Experience may be defined as the perceived quality of the learners’ engagement with various aspects of the language learning process.
Journal Article
Learning experience design with immersive virtual reality in physics education
by
Tsivitanidou, Olia
,
Ioannou, Andri
,
Georgiou, Yiannis
in
Achievement Gains
,
Active Learning
,
Computer Simulation
2021
Immersive Virtual Reality (VR) simulations are argued to support students’ learning of complex scientific phenomena via the use of realistic graphics and interactions that students can hardly experience in everyday life. However, the integration of immersive VR simulations in science classrooms introduces new challenges, whilst there is a lack of learning designs to inform practice. As part of this study, we firstly present a learning experience (LX) design seeking to introduce an immersive VR simulation in Physics classrooms to support high-school students’ understanding of the Special Theory of Relativity. Then, we present an empirical investigation on the enactment and evaluation of the proposed LX design, with 109 high-school students (10–11th graders). A mixed-method approach was adopted to evaluate students’ conceptual learning gains along with their perceptions of the learning experience, encompassing the immersive VR simulation and the inquiry-based learning process adopted. We reflect on our LX design aimed at the integration of an immersive VR simulation in an inquiry-based learning environment and we highlight questions for further research.
Journal Article
Improving Learning Analytics - Combining Observational and Self-Report Data on Student Learning
by
Abelardo Pardo
,
Robert A. Ellis
,
Feifei Han
in
Academic Achievement
,
Academic learning
,
Analysis
2017
The field of education technology is embracing a use of learning analytics to improve student experiences of learning. Along with exponential growth in this area is an increasing concern of the interpretability of the analytics from the student experience and what they can tell us about learning. This study offers a way to address some of the concerns of collecting and interpreting learning analytics to improve student learning by combining observational and self-report data. The results present two models for predicting student academic performance which suggest that a combination of both observational and self-report data explains a significantly higher variation in student outcomes. The results offer a way into discussing the quality of interpretations of learning analytics and their usefulness for helping to improve the student experience of learning and also suggest a pathway for future research into this area.
Journal Article
The L2 motivational self system: A meta-analysis
2018
This article reports the first meta-analysis of the L2 motivational self system (Dörnyei, 2005, 2009). A total of 32 research reports, involving 39 unique samples and 32,078 language learners, were meta-analyzed. The results showed that the three components of the L2 motivational self system (the ideal L2 self, the ought-to L2 self, and the L2 learning experience) were significant predictors of subjective intended effort (rs = .61, .38, and .41, respectively), though weaker predictors of objective measures of achievement (rs = .20, -.05, and .17). Substantial heterogeneity was also observed in most of these correlations. The results also suggest that the strong correlation between the L2 learning experience and intended effort reported in the literature is, due to substantial wording overlap, partly an artifact of lack of discriminant validity between these two scales. Implications of these results and directions for future research are discussed.
Journal Article
The Comparison of Solitary and Collaborative Modes of Game-based Learning on Students' Science Learning and Motivation
by
Ching-Huei Chen
,
Yu-Hsuan Lin
,
Kuan-Chieh Wang
in
Achievement Gains
,
Collaboration
,
Collaborative learning
2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning outcomes. No significant difference was found between the two modes in terms of learning motivation. However, our qualitative results revealed critical insights into our understanding of the effectiveness of game-based learning. Game-based learning encourages students to explore science concepts explicitly and mindfully; furthermore, learning supplemented with collaborative learning can enrich the learning experience and collective problem solving that brings students to the next level of learning. The findings from this study may provide guidelines for what works in the context of game-based learning.
Journal Article
Personal Learning Environments Acceptance Model: The Role of Need for Cognition, e-Learning Satisfaction and Students' Perceptions
by
Salvador del Barrio-García
,
José L. Arquero
,
Esteban Romero-Frías
in
Adoption (Ideas)
,
Cognition
,
Cognitive Processes
2015
As long as students use Web 2.0 tools extensively for social purposes, there is an opportunity to improve students' engagement in Higher Education by using these tools for academic purposes under a Personal Learning Environment approach (PLE 2.0). The success of these attempts depends upon the reactions and acceptance of users towards e-learning using Web 2.0. This paper aims to analyse the factors (e-learning satisfaction and students' perceptions, among others) that determine the intention of use of a PLE 2.0 initiative. The study in addition analyses the moderating role of the Need for Cognition (NFC) in the model. The results indicate that the model proposed has a high explanatory power of the intention to use a PLE 2.0 and gives support to the moderating role of NFC. The study discusses how this analysis can help to improve course designs by teachers.
Journal Article
Learner and Instructional Factors Influencing Learning Outcomes within a Blended Learning Environment
2009
Among the many studies focusing on the effect of learner and instructional variables on learning outcomes, few studies have investigated the effect of these variables and their mediating mechanisms influencing students' learning within a blended learning environment. This study examined the influence of instructional and learner variables on learning outcomes for a blended instruction course offered for undergraduate students. Data analysis indicated that age, prior experiences with distance learning opportunities, preference in delivery format, and average study time are those learner antecedents differentiating learning outcomes among groups of college students. From a regression analysis, the influence of learner, instructional, and motivational variables on learning outcomes found to be consolidated around one variable in learning application.
Journal Article
An Experiential Learning Perspective on Students' Satisfaction Model in a Flipped Classroom Context
by
Hefu Liu
,
Jyh-Chong Liang
,
Chin-Chung Tsai
in
Blended Learning
,
Classrooms
,
Collaborative learning
2017
Recent years have witnessed an increasing interest in the flipped classroom model, and many flipped programs have been funded and implemented to explore the effectiveness of this new model. However, previous studies centering on comparative assessment have indicated that it is not always entirely successful in terms of promoting students' performance and/or satisfaction, which warrants further research on the contributing factors and driving mechanism accounting for students' perceptions of flipped settings. In order to fill this gap, in this study, a students' satisfaction model for the flipped classroom was constructed based on the experiential learning theory. A total of 178 undergraduate students in Mainland China participated in 32-week College English flipped classes, from whom 146 valid questionnaires were obtained. The proposed research model was evaluated through longitudinal surveys followed by the structural equation modeling technique. The results indicated that, compared with the designs of Personalized Learning Climate, learners' Prior Learning Experience is a far more significant antecedent for predicting their satisfaction. Furthermore, Perceived Quality (with five first-order dimensions) and Perceived Value are two vital mediators to student satisfaction. The implications of this study are also discussed.
Journal Article