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Full-Text Articles in Education

The Effect Of Using Interactive Digital Story On Academic Achievement And Motivation Towards Learning Digital Skills, Emad Jamal Jabali, Riyadh Alhassan Jul 2024

The Effect Of Using Interactive Digital Story On Academic Achievement And Motivation Towards Learning Digital Skills, Emad Jamal Jabali, Riyadh Alhassan

International Journal for Research in Education

The purpose of this study was to investigate the effect of using interactive digital story on academic achievement and motivation in the digital skills course among first-level middle school students. The research population consisted of the first-level middle school students in the Sabia province in the second semester of 2022. A quasi-experimental approach was adopted with a sample size of 50 students from Al-Khalidiya School in Sabia; the control group consisted of 25 students who studied through the textbook, while the experimental group studied via interactive digital stories with the same sample size. Several interactive digital stories were designed as …


The Effectiveness Of Qr Code Technology In Developing Digital Game Programming Skills In The Programming Curriculum And Motivation Towards Digital Transformation Among Fifth Grade Students, Rania A. Abed El Monaem, Hanaa Aljarousha Feb 2024

The Effectiveness Of Qr Code Technology In Developing Digital Game Programming Skills In The Programming Curriculum And Motivation Towards Digital Transformation Among Fifth Grade Students, Rania A. Abed El Monaem, Hanaa Aljarousha

An-Najah University Journal for Research - B (Humanities)

The study aimed to identify the effectiveness of using QR code technology in developing digital game programming skills in the programming topic for the fifth grade as well as to identify their motivation towards digital transformation. To achieve this aim, the researchers used the quasi-experimental approach. The study sample consisted of (30) fifth grade students from Bahrain Primary School for the scholastic year 2021/2020, and the study sample was treated as one experimental group that learned by using the QR code technology. To achieve the study objectives a cognitive test to measure digital game programming skills and a motivation scale …


Students’ Motivation To Attend Synchronous Online Lectures, Kefah Barham, Abedulkarim Ayyoub, Zuheir Khlaif, Abdelrahim Barham Dec 2023

Students’ Motivation To Attend Synchronous Online Lectures, Kefah Barham, Abedulkarim Ayyoub, Zuheir Khlaif, Abdelrahim Barham

An-Najah University Journal for Research - B (Humanities)

This study aims to sightsee students' perceptions of how online lectures should be through exploring factors that increase students' motivation to attend live zoom classes. A quantitative approach was used to achieve the purpose of the study. The data was collected through an electronic questionnaire using Google forms to explore students' attitudes and perspectives on influencing their attendance to online learning sessions. Five hundred eighty-five participants (154 males and 431 females) in the study made the decision to answer the questionnaire electronically via Google Drive. The study participants were undergraduate students from two universities located north of the West Bank-Palestine. …


Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones Nov 2023

Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones

Educational Practices in Kinesiology

Past findings indicate mixed results on the effectiveness of gamification in college courses. The use of a gamified version of specifications-based grading (e.g., gamified grading) is not yet well understood. The purpose of this two-part study was to understand students’ perceptions of intrinsic motivation and engagement in a kinesiology course using gamified grading, facilitated by a gamified grading platform called GradeCraft©. We used qualitative inquiry to capture a robust description of the student experience across a semester, identifying themes describing the course management (e.g., comparison with traditional course, individual approach), and the psychological experience (e.g., autonomy, stress). The following semester, …


Many Lenses With One Focus: Making Philosophy Learning Meaningful Through Collaborative Design, Jonathan Kaplan, Tianhong Shi Nov 2023

Many Lenses With One Focus: Making Philosophy Learning Meaningful Through Collaborative Design, Jonathan Kaplan, Tianhong Shi

Journal of Educational Research and Practice

Utilizing the Understanding by Design (UbD) framework, a lead philosophy instructor and an instructional designer collaborated with seven other faculty members to create Great Ideas in Philosophy for online asynchronous delivery. We presented a broad array of topics in philosophy and provided substantial practices in “doing” philosophy, aiming to create a welcoming space for a diverse student body, to help students see philosophy as a diverse field, and to provide an engaging and meaningful learning experience for students. Student feedback and final project presentations demonstrated significant learning growth in students taking this newly designed Great Ideas in Philosophy. This …


Assessing Student Empowerment In Mobile-Assisted Extensive Reading In A University Setting, Misdi Misdi, Nunung Nurjannah, Suwarno Suwarno, Kardi Nurhadi, Anna Riana Suryanti Tambunan Ant Jun 2023

Assessing Student Empowerment In Mobile-Assisted Extensive Reading In A University Setting, Misdi Misdi, Nunung Nurjannah, Suwarno Suwarno, Kardi Nurhadi, Anna Riana Suryanti Tambunan Ant

The Qualitative Report

Mobile-assisted language learning and its impact on students’ learning outcomes have been examined as one of the attractive methods in English extensive reading (ER). Yet, studies investigating mobile-assisted extensive reading on students’ empowerment are scarcely reported. Grounded in a learning empowerment scale, this research aimed to assess students’ empowerment toward the enactment of mobile-assisted extensive reading in a private university in Indonesia. This case study involved students (n=27) from the Department of English Education at the university. All participants were voluntarily recruited according to the research protocol assigned by the department. All data were garnered from closed-ended questionnaires, reflective journal …


Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch May 2023

Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch

International Christian Community of Teacher Educators Journal

In the context of an educational technology course, teacher candidates completed Marczewski’s User Types Hexad Test, a questionnaire based on a typology for classifying both intrinsic and extrinsic motivational tendencies. The test results showed teacher candidates' motivational tendencies, through indicating their resonance with six different User Types, including Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. Knowing their User Type allowed teacher candidates to reflect on their own personal motivations to use various types of digital tools, as well as to consider how their peers and their students with different user profiles may be motivated differently than themselves. The …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


Exploring The Factors Affecting The Motivation For Learning From The Perspective Of Public Health Students: A Qualitative Study, Leila Allahqoli, Vinnaras Nithyanantham, Azam Rahmani, Azra Allahveisi, Reza Ghanei Gheshlagh, Arezoo Fallahi, Babak Nemat-Shahrbabaki Oct 2019

Exploring The Factors Affecting The Motivation For Learning From The Perspective Of Public Health Students: A Qualitative Study, Leila Allahqoli, Vinnaras Nithyanantham, Azam Rahmani, Azra Allahveisi, Reza Ghanei Gheshlagh, Arezoo Fallahi, Babak Nemat-Shahrbabaki

Journal of Mind and Medical Sciences

Objective. Despite the significant role of motivation in achieving success among public health students, students often do not demonstrate adequate motivation for learning and education. This study was performed to determine factors affecting the motivation for learning from the perspective of public health students via content analysis approach. Methods. This qualitative study was conducted at Kurdistan University of Medical Sciences in Sanandaj, Iran in 2017. 15 students were included in the study by using purposive sampling. Data were collected through personal interviews, group discussions, and field notes, and they were analyzed through conventional content analysis. Several parameters were taken into …