• Title/Summary/Keyword: students' engagement

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Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Improving Student Learning through a Team-Based Learning Approach in a Retailing Math Course

  • Oh, Keunyoung
    • Fashion, Industry and Education
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    • v.14 no.1
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    • pp.50-58
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    • 2016
  • Passive learning attitudes and lack of enthusiasm in a retailing math course is quite common and a significant number of students do express their frustrations and struggles by seeking extra help outside the classroom. In order to promote students' active participation in class and to improve their performance and overall satisfaction with the course, a modified team-based learning (TBL) method was implemented in a retailing math course in two consecutive semesters. Implementing TBL into a retailing math course would improve students' accountability for their own learning, increase student interactions and engagement, and develop teamwork and collaboration skills. The scores on the midterm and final tests indicated that students' performance improved especially for the students who scored below 80% on each test when TBL was implemented. Students' reflection on the TBL activities done in class throughout the semester indicated that these TBL activities help them solidify the concepts taught in class better. They were able to realize their own mistakes and other group members who got the question right helped them understand. To maximize the benefit of TBL, it is suggested to implement TBL within the flipped classroom. Further research is called for to evaluate the effect of TBL on long-term knowledge retention among college students.

Effects of Optimism and Orientations to Happiness on Psychological Well-Being of College Students (대학생의 낙관성과 행복추구경향이 심리적 안녕감에 미치는 영향)

  • Kim, Kyung-Min;Lim, Jung-Ha
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.89-101
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    • 2012
  • The purpose of this study was to investigate college students' psychological well-being influenced by optimism and orientations to happiness. The participants were 412 college students aged from 20 to 28. Data were analyzed using Cronbach's alpha, frequencies, percentiles, means, standard deviations, two-way ANOVAs and hierarchical regression analyses. The major findings were as follows. 1) In optimism, there were no significant differences in gender and the year of study in college. In orientations to happiness, male students pursued engagement in happiness more than female students and the seniors reported a significantly higher level of pursuit of happiness than freshmen did. In terms of psychological well-being, seniors scored significantly higher psychological well-being than freshmen. 2) Optimism and orientations to happiness were significant predictors of the psychological well-being of college students. With circumstances and optimism controlled, orientations to happiness still showed 13% variance in psychological well-being.

Exploring the Predictors of Academic Probation in College : Focusing on Variables of Student Engagement (대학생의 학사경고 예측요인 탐색: 학교참여도 변인을 중심으로)

  • Seo, Eun Hee;Kim, Eun Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.469-476
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    • 2021
  • The purpose of this study is to explore the predictors of academic probation in college. Especially, this study focused on student engagement variables among the predictors of academic probation in college. Student engagement variables include hours of absence from class and numbers of log to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course and the numbers of faculty counseling. GPA(grade Point Average) is a dependent variable and GPA of prior semester is a control variable in this study. 17,261 student data were collected for the study. Linear regression model and logistic regression model analyses were conducted in the study. The finding showed that the hours of absence from class and numbers of log in extracurricular program system during four weeks after the opening of a course predicted academic achievement of college students. The result also indicated that hours of absence from class and numbers of log-ins to LMS(Learning Management System) and in extracurricular program system during four weeks after the opening of a course were the predictors of academic probation in college. This study will contribute to investigate indicators of students with low academic performance and to provide proper support for underachievers.

The Influence of Students' Perception of Tutor's roles on Deep Learning, Achievement, and Course Evaluation in Online Gifted Education Program (온라인 영재교육 프로그램에서 중학생의 튜터 역할에 대한 인식이 심층학습, 학업성취, 수업평가에 미치는 영향)

  • Choi, Kyoungae;Lee, Sunghye
    • Journal of Gifted/Talented Education
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    • v.25 no.6
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    • pp.857-879
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    • 2015
  • This study investigated the relationships among middle school students' perceptions on the roles of online tutor, their deep learning, achievement, and overall evaluation of learning experiences in the context of inquiry based online gifted mathematics and science learning. For this purpose, 249 middle school students who took online course were surveyed about their perceptions on the degree to which their tutor performed the roles as an online tutor. The students were also asked about the activities which indicate deep learning approaches and overall course experiences such as the level of satisfaction, understanding and engagement in the course. The regression analyses were conducted to examine the relationships of students' perceptions on the roles of online tutor, deep learning, achievement, and overall course experiences. The results first showed that the roles of online tutor which affects students' deep learning approach such as high-order learning, integrative learning, reflective learning were the role as a subject matter and evaluation expert. Among the sub variables of deep learning approach the variable that was related to students' overall achievement was the use of high-order learning strategy. Second, the achievement in inquiry task was related to the role of tutor as a guide of learning process and method. Third, students' overall course evaluations such as the level of satisfaction, understanding and engagement were not related to any role of tutor.

An Initial Contribution to the Development of a Design Theory of Mathematical Interests: The Case of Statistical Data Analysis

  • Cobb, Paul;Hodge, Lynn Liao
    • Communications of Mathematical Education
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    • v.16
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    • pp.1-65
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    • 2003
  • The focus of this article is on the process of cultivating students' interests so that they come to view mathematics as an activity worthy of their engagement. We first define and operationalize the notion of interests, in the process developing a perspective in which they are seen to be generative, to evolve, and to be deeply cultural. We concretize this perspective by presenting an analysis of a classroom design experiment that documents both the process by which the students' interests evolved and the means by which these developments were supported. We then frame the analysis as a case in which to tease out the implications for a nascent design theory of mathematical interests and in doing so give particular attention to the issue of equity in students' access to significant mathematical ideas

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Maintaining Cognitively Challenging Discourse Through Student Silence

  • Jensen, Jessica;Halter, Marina;Kye, Anna
    • Research in Mathematical Education
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    • v.23 no.2
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    • pp.63-92
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    • 2020
  • Student engagement in high-level, cognitively demanding instruction is pivotal for student learning. However, many teachers are unable to maintain such instruction, especially in instances of non-responsive students. This case study of three middle school teachers explores prompts that aim to move classroom discussions past student silence. Prompt sequences were categorized into Progressing, Focusing, and Redirecting Actions, and then analyzed for maintenance of high levels of cognitive demand. Results indicate that specific prompt types are prone to either raise or diminish the cognitive demand of a discussion. While Focusing Actions afforded students opportunities to process information on a more meaningful level, Progressing Actions typically lowered cognitive demand in an effort to get through mathematics content or a specific method or procedure. Prompts that raise cognitive demand typically start out as procedural or concrete and progress to include students' thoughts or ideas about mathematical concepts. This study aims to discuss five specific implications on how teachers can use prompting techniques to effectively maintain cognitively challenging discourse through moments of student silence.

Restructure Recommendation Framework for Online Learning Content using Student Feedback Analysis (온라인 학습을 위한 학생 피드백 분석 기반 콘텐츠 재구성 추천 프레임워크)

  • Choi, Ja-Ryoung;Kim, Suin;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1353-1361
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    • 2018
  • With the availability of real-time educational data collection and analysis techniques, the education paradigm is shifting from educator-centric to data-driven lectures. However, most offline and online education frameworks collect students' feedback from question-answering data that can summarize their understanding but requires instructor's attention when students need additional help during lectures. This paper proposes a content restructure recommendation framework based on collected student feedback. We list the types of student feedback and implement a web-based framework that collects both implicit and explicit feedback for content restructuring. With a case study of four-week lectures with 50 students, we analyze the pattern of student feedback and quantitatively validate the effect of the proposed content restructuring measured by the level of student engagement.

Featured Student Profiles: An Instructional Blogging Strategy to Promote Student Interactions in Online Courses

  • LIM, Taehyeong;DENNEN, Vanessa P.
    • Educational Technology International
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    • v.23 no.1
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    • pp.67-96
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    • 2022
  • Although blogs have been used in online learning environments with optimistic expectations, the distributed nature of blogs can pose some challenges. Currently, we do not have a robust collection of tested blogging strategies to help students interact more effectively with each other when blogs are used as a primary form of engagement in an online class. Thus, the purpose of the study was to test an early iteration of an instructional blogging strategy, "Featured Student Profiles," which is designed to help students become acquainted with each other better and encourage them to visit and comment on each other's blogs. Sixteen pre-service teachers who were enrolled in an online course in which student blogs are the primary medium of peer interactions, participated in the study. Using a design case approach, seven students participated in interviews and all student blog interactions were analyzed. Thematic analysis was applied to analyze the interview data and identify salient themes of students' blogging experiences overall under the study strategy. The findings indicated that students took the most direct and efficient path they experienced to complete the blog task. Their peer interaction patterns varied, but several shifted from random to targeted relationships as the semester progressed. Although all students perceived the strategy as a positive approach to peer awareness, there was no clear evidence of its effect on student interactions.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.