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1.
The present study investigated the influence of experimentally induced emotions (positive, neutral, negative) on learning with multimedia instruction with N = 75 university students. In order to provide sound explanations about how emotional state might impact learning, measures of motivation, cognitive load, and attentional processes (eye tracking) were integrated. Results showed that while emotions did not influence retention, emotions did influence outcomes of the comprehension and transfer test. Specifically, a facilitating effect of an induced negative emotional state on learning outcomes was observed, which could be attributed to a more focused and detailed information processing. In contrast, an induced positive emotional state had a suppressing effect on learning outcomes since learners were distracted from the learning materials by their emotions. Motivational measures were not influenced by learners' different emotional states, but overall, controlled motivation increased and autonomous motivation decreased during learning. In sum, the learners' emotional state should be considered in learning research as an important predictor for learning success.  相似文献   

2.
Affective pedagogical agent (PA) is an image of a character embedded in multimedia lessons with the ability to influence learners' affective experiences and learning performance. Prior studies on the effects of affective PA have shown inconsistent findings. In this study, we conducted four separate meta-analyses to address whether adding an affective PA to multimedia lessons can increase learners' retention performance, transfer performance, positive emotions, and intrinsic motivation, and to explore several moderators that may have contributed to the inconsistencies of previous studies. The research framework mainly includes introducing the concept of affective PA, reviewing research on the impact of affective PA on learning performance, emotions, and motivation, analyzing the moderators that may affect the effects of affective PA, performing a meta-analysis, and discussing the results based on the findings of the meta-analysis. We found 36 articles met the inclusion criteria. The results of the meta-analysis indicated that affective PA could increase learners’ positive emotions (k = 25, g = 0.26), improve intrinsic motivation (k = 26, g = 0.26), and facilitate learning performance (retention: k = 35, g = 0.26; transfer: k = 45, g = 0.34). Furthermore, moderator analysis found that affective PA characteristics (i.e., appearance, the number of emotional cues, and body movement) and learning materials characteristics (i.e., subject domain, pacing of presentation) moderated the effects of affective PA. We discussed these findings from different theoretical perspectives. In general, affective PA could help students be happier and more motivated to learn in multimedia learning environments.  相似文献   

3.
Learning from texts is an important part of STEM education, but linguistic text features can affect comprehension and learning. We synthesized 45 experimental studies that investigated the effect of linguistic modifications on STEM text comprehension and learning, with a total of N = 6477 learners. In a meta-regression, we distinguished between eight categories of linguistic modifications and several other moderators, including prior knowledge. We found a small positive mean effect of linguistic modifications (g = 0.15). In line with previous research, the results showed that learners with low content prior knowledge benefited more from linguistic modifications. Personalization and increasing clarity and elaboration had positive effects, while reducing complexity and increasing cohesion did not have significant effects. This study highlights the potential and limits of linguistic modifications in STEM texts and provides implications for educational practice.  相似文献   

4.
Abstract

Extending studies on emotional design in multimedia learning beyond college samples and further considering individual differences, we examined the effects of emotional design on middle school students’ learning and whether this relationship is moderated by learners’ prior knowledge, using a computer-based lesson covering the topic “the formation of lightning.” Participants were middle school students (N?=?124; 58 females; age range 13 to 16) who volunteered to participate with permission. Learners with high prior knowledge (n?=?63) and learners with low prior knowledge (n?=?61) were randomly assigned to one of two instructional design conditions: positive emotional design (colourful and anthropomorphic features) and neutral emotional design (grey and non-anthropomorphic features). The results showed that the positive emotional design operationalised via visual elements did not induce more positive emotions than the neutral design group, although there was a trend towards facilitating more learning transfer (η2p?=?.02, p?=?.098) and increasing the mental effort of learners with low prior knowledge (η2p = .03, p?=?.06). There was a tendency for learners with high knowledge to perceive higher mental effort (η2p?=?.03, p?=?.06), satisfaction (η2p = .05, p?=?.01) and achieve better transfer scores (η2p = .03, p?=?.087) compared with those learners with low knowledge. These findings suggest that positive emotional design should be cautiously applied in multimedia learning for middle school students. Individual differences must be considered in instructional design in a multimedia learning environment.  相似文献   

5.
The purpose of the experiment was to examine whether students better understand a science text when they are asked to self-generate summaries or to study predefined summaries. Furthermore, we tested the effects of verbal and pictorial summaries. The experiment followed a 2 × 2 design with representation mode (verbal vs. pictorial) and learning activity (self-generating vs. studying) as experimental factors. The main dependent variables were learning performance, measured by a comprehension and a transfer test, and strategy use, measured by self-report scales. Seventy-one students (Grade 10) participated in the study. The results showed that studying predefined summaries in a pictorial representation mode facilitated deep understanding. Furthermore, mediation analysis showed that the effect of representational mode was mediated by students' spatial representations of learning content. The effect of spatial representations was in turn facilitated by mental imagery activities.  相似文献   

6.
Comprehension of science topics occurs when learners meaningfully generate relationships and conceptions about what they read. In this generation process, learners’ cognitive and metacognitive regulation is one of the most critical factors influencing learning. However, learners are not always successful in regulating their own learning, especially in computer-based learning environments (CBLEs) where they are alone. Based on this rationale, the present study was designed to examine the effects of two scaffolding strategies—generative learning strategy prompts and metacognitive feedback—on learners’ comprehension and self-regulation while learning the human heart system in a CBLE. Participants were 223 undergraduate student volunteers. Structural Equation Modeling (SEM) was employed to conceptualize and empirically test a model that explains mediating processes among variables. Results revealed that the combination of generative learning strategy prompts with metacognitive feedback improved learners’ recall and comprehension by enhancing learners’ self-regulation and better use of highlighting and summarizing as generative learning strategies.  相似文献   

7.
The current knowledge of the effects of the physical environment on learners’ behaviour in collaborative problem-solving tasks is underexplored. This paper aims to critically examine the potential of multimodal learning analytics, using new data sets, in studying how the shapes of shared tables affect the learners’ behaviour when collaborating in terms of patterns of participation and indicators related to physical social interactions. The research presented in this paper investigates this question considering the potential interplay with contextual aspects (level of education) and learning design decisions (group size). Three dependent variables (distance between students, range of movement and level of participation) are tested using quantitative and qualitative analyses of data collected using a motion capture system and video recordings. Results show that the use of round tables (vs rectangular tables) leads to higher levels of on-task participation in the case of elementary school students. For university students, different table shapes seem to have a limited impact on their levels of participation in collaborative problem solving. The analysis shows significant differences regarding the relationship between group size and the distance between students, but there is no substantial evidence that group size affects the level of participation. The findings support previous research highlighting the importance of studying the role of the physical environment as an element of learning design and the potential of multimodal learning analytics in approaching these studies.  相似文献   

8.
Recent studies have shown that the positive emotional design of learning environments might foster learning performance. In contrast, the seductive detail effect postulates that additional, learning irrelevant details inhibit learning. This research focusses on the implementation of decorative pictures as a prime for emotions and context-relatedness. This study examines four groups of decorative pictures which might be conducive for learning. Eighty-two students were randomly assigned to one cell of a 2 (emotionally positive vs. emotionally negative pictures) × 2 (school context vs. leisure context pictures) between-subjects, factorial design. The dimensions of pleasure, arousal, and dominance are examined as possible mediators. Results show that either positively valenced pictures or learning pictures foster retention and transfer performance. Pleasure is identified as mediator of the effect between valence of pictures and learning performance. A further analysis shows differences for arousal and dominance for both factors. These results are interpreted with concepts like motivated attention and other arousal theories.  相似文献   

9.
Emotions play a significant part in students’ learning experiences within complex educational environments. However, the impact of emotional experiences on effective learning is not straightforward. For example, being confused during learning may be perceived as an adverse event. There is, however, considerable research evidence suggesting that confusion can also be a productive aspect of a student's learning processes. Despite this, research also suggests that when confusion is persistent it can become harmful, promoting learner frustration or boredom. Key challenges for the design of interactive digital learning environments (IDLEs) are to detect and assess students’ emotions and to tailor the environment accordingly. In this paper we examine, from a review of the literature, the implications of learners’ confusion that can occur in IDLEs. Strategies for managing students’ confusion will then be discussed and examples of features enhancing learning in IDLEs will be suggested.  相似文献   

10.
Topic interest and learning from texts have been found to be positively associated with each other. However, the reason for this positive association is not well understood. The purpose of this study is to examine a cognitive process, inference generation, that could explain the positive association between interest and learning from texts. In Study 1, sixty undergraduate students participated by reading two science texts, which differed in coherence levels, silently. The results replicated previous findings that topic interest is positively associated with recall and accurate answers to comprehension questions for both texts. In Study 2, sixty-nine undergraduate students participated by reading the same two science texts while thinking aloud. The results indicated that topic interest was positively associated with inference generation while reading for the more coherently-written text. Subsequent analyses indicated inference generation partly explained the positive association between topic interest and accurate answers to comprehension questions for the more coherently-written text. The findings from Study 2 were independent of the effects of reading comprehension skill. Theoretical implications of the findings, in regard to standards of coherence and depth of processing while reading, are discussed.  相似文献   

11.
In this forum, I take a learning sciences perspective to examine the paper by Bellocchi, Ritchie, Tobin, Sandhu and Sandhu (Cultural Studies of Science Education, doi:10.1007/s11422-013-9526-3, 2013) titled “Examining emotional climate of preservice science teacher education.” I characterize their approach as a social cultural and situative perspective of studying emotions in teaching and learning. Such an approach overcomes the limitations of examining emotions as individual psychological constructs, but it also incurs other methodological challenges. I suggest an alternative approach of examining the individual’s emotions, as well as their aggregates as a group measure. This approach allows us to study variations in emotional outcomes at an individual level or at a group level. I also suggest examining interplay of emotions with other aspects of learning outcomes, for example, cognitive learning outcomes. Finally, I suggest studying development of meta-emotional knowledge among teachers as another fertile area of research that could benefit the teachers in their classroom practices.  相似文献   

12.
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students’ performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies—RPG exploratory with worked-example and RPG exploratory without worked-example—and two levels of prior knowledge—high prior knowledge and low prior knowledge—were examined in the study. The 5E Instructional Model was employed as a learning framework in the RPG game design of The Alchemist’s Fort. One hundred and fifteen eighth-grade students from a Taiwanese school voluntarily participated in the 3-week experiment. The results indicate that (1) significant worked-example effect was revealed on knowledge comprehension and marginal worked-example effect occurred on knowledge application; (2) regardless of the type of exploratory strategy employed, learners showed mild positive motivation toward learning chemistry via a 3D RPG game; (3) higher prior-knowledge learners outperformed their lower prior-knowledge peers on performance measures; and (4) high prior-knowledge learners showed a higher degree of motivation in self-efficacy and science learning value than did the low prior-knowledge learners; however, lower prior-knowledge learners revealed higher learning environment stimulation than did their high prior-knowledge peers.  相似文献   

13.
This study is concerned with emotional highs in experiential learning and, more specifically, determining triggers that lead to emotional highs. The research aims not only to understand the invisible side of emotions, but also genuinely consider how learners make sense of their experiences. To study the triggers of emotional highs, a deliberate decision was made to approach the phenomenon as an experience. Hermeneutic phenomenology is used as an overarching methodology. The study focused on experiences of 15 adult learners who participated in 1 of 3 experiential learning courses. The 3 courses were residential, lasted 4–8 days and took place with an equal number of days indoors and outdoors. Learners were asked to make sense of their lived experience through surveys, reflection and semi-structured interviews. Eight themes of emotional high triggers emerged, including Sense of being pushed, Out-of-me experience and Escaping one’s environment.  相似文献   

14.
This study provides a systematic review on the relationships between emotional competence and team learning behaviours, with 32 studies identified as addressing these relationships within teams whose team members are interdependent in the fulfilment of their work tasks and goals. By examining the selected studies' findings, positive relationships between emotional competence and its dimensions and various team learning behaviours were identified. Focussed on emotional competence, the perception of own emotions and others’ emotions supports teams and their members by recognising the emotions that surface during teamwork, while emotional management helps teams deal with these emotions. Although emotional expressiveness as a fourth dimension hardly has been investigated, it plays a key role and is essential to the perception of emotions in a team. Expressing, perceiving and dealing with emotions within a team enables teams and their members to work openly with each other, share and create knowledge, reflect upon teamwork and discuss constructively with each other instead of against each other. Considering the different levels of measurement and analysis, this systematic review provides an in-depth insight into the relationships between emotional competence and team learning behaviours and identifies research gaps such as implications for methodological and future research as well as practical implications for organisational practitioners and teams.  相似文献   

15.
Infographics are a visualisation tool that can be used to improve retention, comprehension and appeal of complex concepts. The rise of infographic use in education has facilitated new forms of application and design of these tools. Instructor-provided summary infographics are a new form of infographic, whereby key learning objectives and content are summarised in graphical form at the end of a lesson. However, it is unknown whether these types of infographics can support learning in online environments. This exploratory research investigates student perceptions, retention, applications and activity generation of instructor-provided summary infographics in a massive online learning environment. Using both post-course learner survey data (n = 1,899) and text mining analysis (n = 72,490 words), results present how learners perceived instructor-provided summary infographics as useful and appealing for retaining, clarifying and understanding learning concepts. The research contributes a novel understanding of summary infographics in online learning environments, and supports their use as a design tool for educational delivery in the online space.  相似文献   

16.
Learning from printed text is a central academic task that may be challenging for students. Two ways to improve learning from text are to encourage learners to engage in generative learning strategies while reading, such as constructing an outline, or for instructors to include effective instructional design features, such as providing an outline with the text. A meta-analysis of studies comparing a group that was asked to generate an outline while reading a text to a control group that was not asked to outline found an average effect size of g+ = 0.59 on memory tests, g+ = 0.59 on comprehension tests, and g+ = 0.52 on writing assignments favoring learner-generated outlining. A meta-analysis of studies comparing a group that read a text containing an outline with a control group that read the same text without an outline found an effect size of g+ = 0.61 for memory tests and g+ = 0.34 for comprehension tests favoring instructor-provided outlining. Overall, there is encouraging evidence for the effectiveness of outlining as a generative learning strategy and for the effectiveness of outlining as an instructional design feature based on signaling, consistent with generative learning theory.  相似文献   

17.
According to the modality effect in multimedia, a text accompanying a picture should be auditorily presented instead of visually in order to avoid split of attention. In two experimental studies (34 and 78 participants, respectively), the impact and possible compensatory effects of two aptitude variables, that is, memory strategy skills and working memory capacity, on multimedia learning were tested. Aptitude–treatment–interaction effects were found with respect to comprehension (Study 1) and transfer (Study 2). The modality effect was confirmed for less-skilled learners in memory strategy use but not for highly skilled ones. Memory strategy skills and working memory capacity differentially affected multimedia learning, depending on task features and demands.  相似文献   

18.
The purpose of the study reported on in this paper was to design and test an intervention with elementary-aged children to promote social and emotional learning around technology. The intervention structured learning around technology as a catalyst and scaffolding tool that engages learners in cross-cultural, collaborative interaction, dialogue, problem-solving, decision-making and reflection in a face-to-face context. Participants were five Thai and 18 Cambodian learners in a Thai elementary classroom. Data collection involved self-report use of the Thai Emotional Intelligence Screening Test (TEIST) before and after 8 weeks of an intervention consisting of learners’ collaborative and interactive use of online, animated stories, discussion forum, mind maps and learning journal. Results are presented as pre-post for the whole group, for Thai vs. Cambodian, and for males versus females. Whole group (N?=?23) T-values for the subcategory of Emotional self-control were significantly different at p?<?.05 from the pre- and post-TEIST (t?=?2.712). Comparisons of pre- and post-TEIST between Thai and Cambodian learners revealed no significant difference. Comparisons between males and females evidenced a significant difference at p?<?.01 for the post-TEIST (t?=?3.886, 3.092 respectively), showing increased Empathy and Responsibility among participating females. The paper concludes with an expanded model of social and emotional learning around technology.  相似文献   

19.
随着信息技术的发展,多媒体与网络化教学成为现代教育的主流。多媒体教学中学习材料的情绪因素受到研究者越来越多的关注。国内外学者已开展了大量实验与准实验研究,探索在使用颜色、形状、拟人化等多种视觉元素设计的学习材料中,视觉情绪因素对学习者学习效果的影响,结论尚存争议。研究采用元分析方法,对二十年来国内外有关视觉情绪设计影响学习效果的31篇文献进行梳理与分析,并进一步从学习材料呈现步调、学习者学段和实验时长三个调节变量的影响维度进行深入探讨。研究发现:整体而言,视觉情绪设计能够促进反映学习者学习效果的保持成绩、理解成绩和迁移成绩的提高;不同呈现步调、学习者学段和实验时长对学习者学习效果的调节作用组间差异不显著。研究得到的启示:多媒体学习材料中使用饱和、高亮暖色、图片及拟人化设计,对于多媒体学习认知过程和学习效果有益。最后,在深入阅读文献的基础上,指出多媒体学习情绪设计研究中存在的问题及进一步研究的方向。  相似文献   

20.
To advance emotion research in education, there is a need to develop practical and context-relevant measures of emotion and to test the applicability of emotion theories using these measures. In two studies, we examined validity evidence of a self-report scale (the Medical Emotion Scale, MES) designed to measure the unique range of emotions activated within medical education. In Study 1, we administered the MES and conducted interviews with medical trainees (N = 15). Content analysis of interviews demonstrated that the MES captured an appropriate range of emotions and that there was alignment between scale responses and interview responses. In Study 2, we measured medical trainees' (N = 60) emotions using the MES for three learning environments. Results from principal components analysis revealed a structure of emotions according to valence (negative, positive) and novelty. The findings have implications for the measurement of emotions within technology-rich learning environments and beyond.  相似文献   

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