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Differences In Motivation And Game Scores Between Middle School Students Completing Digital Game-Based Learning Tasks With And Without Supports Of Autonomy And Structure, Joseph Harmon
Doctoral Dissertations and Projects
The purpose of this study was to determine the effect of autonomy and structure support on intrinsic motivation (IM), the facilitators of IM, and game scores during digital game-based learning (DGBL) tasks. The sample included 222 students in sixth, seventh, and eighth grade classrooms. Three instruments from the Intrinsic Motivation Inventory (IMI) were utilized during the study: (a) Perceived Choice; (b) Perceived Competence; and (c) Interest/Enjoyment. A quasi-experimental static-group comparison model research design was used to test the differences in perceived autonomy, perceived competence, interest/enjoyment, and game scores between four groups of middle school students completing online learning games in …
The Relationship Between Online Classroom Incivility And Sense Of Community Of Online Undergraduate Students, John Spohn
The Relationship Between Online Classroom Incivility And Sense Of Community Of Online Undergraduate Students, John Spohn
Doctoral Dissertations and Projects
Incivility is not just bullying and physically threatening students. Uncivil behaviors include more mild forms of classroom disruption, including plagiarizing, posting terse responses, and continually asking for extensions for assignments. A student’s motivation for learning can be hampered, when subjected to incivility causing classroom disruptions. The purpose of this study is to explore the relationship between student incivility in the online learning environment, as scored by the Incivility in Online Learning Environments instrument, and the student’s sense of community, as measured by the Community Classroom scale. This quantitative study seeks to extend Tuckman’s model (1965) of the Theory of Group …