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Full-Text Articles in Education

Change In Affect And Needs Satisfaction For Amotivated Students Within The Sport Education Model, Dana Perlman Dec 2011

Change In Affect And Needs Satisfaction For Amotivated Students Within The Sport Education Model, Dana Perlman

Dana Perlman

The purpose of this study is to examine the in!uence of the Sport Education Model (SEM) on amotivated students affect and needs satisfaction. 78 amotivated students from an original pool of 1,176 students enrolled in one of 32 physical education classes. Classes were randomly assigned to either the SEM (N = 16) or traditional class (N = 16). Data were collected using a pretest/posttest design measuring affect (enjoyment) and needs satisfaction. Analysis of data used repeated-measures ANOVAs to examine differences. Results indicated signi"- cant changes in amotivated student’s perceptions of enjoyment and relatedness satisfaction within the SEM.


Implicit Beliefs About Writing: A Task-Specific Study Of Implicit Beliefs, Kyle R. Perry Aug 2011

Implicit Beliefs About Writing: A Task-Specific Study Of Implicit Beliefs, Kyle R. Perry

College of Education and Human Sciences: Dissertations, Theses, and Student Research

This study investigated students’ implicit beliefs about a writing task. Implicit beliefs are defined as the unconscious cognitive constructs that influence motivation, behavior, and affect (Bruning, Dempsey, Kauffman, & Zumbrunn, 2011). Studies regarding implicit beliefs are applied to many constructs, ranging in specificity from domain-general beliefs such as epistemological beliefs (Schommer, 1990) to domain-specific beliefs such as reading (Schraw & Bruning, 1999). In the present study, implicit beliefs about a specific writing task are compared to implicit beliefs about intelligence, demographic information, and participants’ educational background experiences. Research is reviewed pertaining to a variety of studies of implicit beliefs. One …


The Effect Of Emotional State On Inadvertent Plagiarism Memory Errors, Amanda Gingerich Feb 2011

The Effect Of Emotional State On Inadvertent Plagiarism Memory Errors, Amanda Gingerich

Amanda C. Gingerich

We investigated inadvertent plagiarism by inducing participants into a happy or sad mood before they generated items in a puzzle task. Compared to happy mood, participants induced into a sad mood made fewer memory errors in which they claimed a previously-generated idea to be new; confidence ratings in these errors, however, was higher.


The Effect Of Unexpected Exercise Duration On Rating Of Perceived Exertion In An Untrained, Sedentary Population, Lisa M. Giblin Jan 2011

The Effect Of Unexpected Exercise Duration On Rating Of Perceived Exertion In An Untrained, Sedentary Population, Lisa M. Giblin

USF Tampa Graduate Theses and Dissertations

The Borg Rating of Perceived Exertion (RPE) scale is a primary tool for researchers and practitioners in exercise science to describe the intensity level subjects are experiencing when participating in exercise sessions. It has recently been suggested that RPE is not simply the direct result of interpretation of physiological changes as originally postulated, but is also influenced by affect, past experience, and time to completion, a concept coined as teleoanticipation.

The purpose of this study was to determine the role of teleoanticipation in a sedentary population, by examining the effect unexpected increases in exercise duration on rating of perceived exertion …


Comparing Learners' Affect While Using An Intelligent Tutor And An Educational Game, Ryan Baker, Ma.Mercedes Rodrigo Dec 2010

Comparing Learners' Affect While Using An Intelligent Tutor And An Educational Game, Ryan Baker, Ma.Mercedes Rodrigo

Ryan S.J.d. Baker

We compare the affect associated with students learning from an intelligent tutoring system, Aplusix, and a game, Math Blaster 9-12, covering very similar mathematical content. Quantitative field observations of student affect were conducted in classrooms in private schools in the Philippines. Students experienced large amounts of positive affect in both environments. It has been hypothesized that educational games will lead to better affect than other forms of educational software, but it was found that students experienced more positive affect (specifically, engaged concentration) and less negative affect (specifically, boredom) in the intelligent tutor than in the game, though there was a …