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Full-Text Articles in Education

Gameful Design In The Development Of Asynchronous Online Discussion Activities: A Case Study, William Michael Trest Dec 2016

Gameful Design In The Development Of Asynchronous Online Discussion Activities: A Case Study, William Michael Trest

Dissertations

This study investigates Gameful Design as a method to improve the development and implementation of Asynchronous Online Discussions in online learning environments. A qualitative methodology, an instrumental case study design, was used to examine the effectiveness of this design method by exploring the experiences of the participants and the meaning they gave to those experiences. Data was collected through observation, discussion transcript analysis, and pre/post-course interviews. Validity was strengthened by triangulation of these sources.

The findings showed that gameful design was an effective method to encourage the development of a connected and engaged learning community within an online class and …


An Examination Of Accessible Hands-On Science Learning Experiences, Self-Confidence In One’S Capacity To Function In The Sciences, And Motivation And Interest In Scientific Studies And Careers., Mick D. Isaacson, Cary Supalo, Michelle Michaels, Alan Roth Nov 2016

An Examination Of Accessible Hands-On Science Learning Experiences, Self-Confidence In One’S Capacity To Function In The Sciences, And Motivation And Interest In Scientific Studies And Careers., Mick D. Isaacson, Cary Supalo, Michelle Michaels, Alan Roth

Journal of Science Education for Students with Disabilities

This study examined the potential relationship of accessible hands-on science learning experiences to the development of positive beliefs concerning one’s capacity to function in the sciences and motivation to consider science as a college major and career. Findings from Likert survey items given before and after engaging in accessible hands-on science laboratories show that students who were blind or had low vision (BLV) were more likely to agree with the following items after engaging in accessible science experiences: 1) I plan on enrolling as a science major in college; 2) My educational experiences, so far, have given me the …


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 Nov 2016

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 Aug 2016

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 …


Motivation And Learning In An Online Collaborative Project Using Gamification, Michele L. Hudiburg Apr 2016

Motivation And Learning In An Online Collaborative Project Using Gamification, Michele L. Hudiburg

STEMPS Theses & Dissertations

In 2012, there were 2.9 million students enrolled in graduate degrees and 22% were taking strictly online courses (Kena et al., 2014). Many students are not motivated to participate in collaborative learning experiences in online courses (Dirkx & Smith, 2004). Gamification, the inclusion of game elements in non-game contexts, has been shown to have a positive impact on motivation (Deterding, 2012; Kapp, 2012). Prior work has focused on structural gamification including elements such as points, levels, and badges as extrinsic motivators to traditional course activities. The current study explored content gamification including narrative, role-play, interactivity, and feedback in an online …