Activity learning and learning activity: Discussions of a concept, and an outline for an empirical study.

1980 ◽  
Author(s):  
Ola Hallden
2018 ◽  
Vol 23 (5) ◽  
pp. 22-28 ◽  
Author(s):  
I.V. Borisova

The article presents results of an empirical study of the relationship between school anxiety and motivation of learning activity at the stage of adaptation in students of 5th classes.The study involved 82 students of Bryansk state school aged 10—11 years, 46 boys and 36 girls.The techniques used in the study included Phillips' school anxiety test and M.R.Ginsburg’s technique for studying learning motivation.The obtained data was analysed using the methods of mathematical statistics (Mann-Whitney criterion and Pearson's criterion).As it was revealed, play motives of learning activity are associated with fear of not meeting the expectations of others and with low physiological resistance to stress.Positional motives are correlated with an individual’s fear of self-expression, of not meeting the expectations of others, with problems and fears in relationships with teachers, with the general level of school anxiety, with learning and social motives.The results of the study can be used by school counselor to reduce school anxiety and increase learning motivation of schoolchildren.


2015 ◽  
Vol 20 (3) ◽  
pp. 133-146
Author(s):  
O.V. Rubtsova ◽  
L.B. Krivosheeva

The article presents the results of an empirical study of project activity as a means of organizing adolescents’ learning process. The study is particularly relevant due to the acute need in the forms of learning activity aimed at adolescents’ development and socialization, as well as in efficient practices of training teachers, who will be involved in organizing project activity in the classroom. The research was conducted on the example of technical modelling, which is regarded as a particular type of project activity, aimed at creating technical objects with given characteristics and properties. The collected data testifies that technical modelling could become an efficient means of teaching and developing adolescents and could contribute to motivating adolescents to choose technical jobs and professions in the future. The results of the study are incorporated in a series of lectures on adolescence in the framework of the Master’s program “Cultural-historical psychology and activity approach in education” run in Moscow State University of Psychology & Education.


2020 ◽  
Vol 4 (2) ◽  
pp. 235-246
Author(s):  
I Wayan Eka Dian Rahmanu ◽  
◽  
Ida Bagus Gde Nova Winarta ◽  
Ni Putu Wiwiek Ary Susyarini ◽  
◽  
...  

This research was conducted to analyze students’ error grammatical uttered by 20 El. Tourism Trainee students. To data collection done through observation, aided by audio recording and it was completed by the note-taking technique during the research. The data were analyzed descriptively and qualitatively using classroom research. The data collected by recording the students’ conversation was done teaching and learning activity in the classroom. The results of the analysis were found that students ignore the rule of an interrogative in asking a question. Most of the students tended to obtain dubious in expressing the statement and question during the conversation. The conclusion the students’ ignorance because of their knowledge of the grammatical structure they are learning and practising during their activity of doing their tasks.


Author(s):  
Ahmad John Reeves ◽  
Shailey Minocha

Second Life is a three-dimensional virtual world which is being employed by educational institutions and training organizations to support teaching and learning. However, there is little guidance as to how 3D learning spaces should be designed to correspond to the learning activity and the learning context of the student, such as students’ skills and the nature of the program (e.g. distance education, blended learning). This chapter describes an empirical study involving Second Life educators, designers, and students, and derives guiding principles for the design of learning spaces in 3D virtual worlds. It is hoped that the guidance and examples described in this chapter will support educators and designers in designing 3D learning spaces and activities that foster students’ socialization, informal learning, collaboration, and creativity. Although, the empirical study focused on Second Life, it is hoped that the results will be applicable for 3D virtual worlds in general.


Author(s):  
Elvis Mazzoni ◽  
Pietro Gaffuri ◽  
Patrizia Selleri

This chapter presents an empirical study involving first-year students enrolled in the Faculty of Psychology (University of Bologna), who are following a practical formative activity based on Computer-Supported Group-Based Learning. The learning activity is conducted in a blended-learning format—three face-to-face lessons and three online activities; students were randomly associated to two different experimental conditions of participation: Individual Learning (IL) and Group-Based Learning (GBL). Focusing on GBL students, this chapter intends to verify whether different Structural Profiles of Interpersonal Skills (SPIS) might improve the students’ comprehension of a scientific text. By analyzing the results of test and re-test, the students with a High Actor-SPIS make a significant improvement, and the groups with a High Density and Low Centralization make significant progress at the ReTest.


1996 ◽  
Vol 81 (1) ◽  
pp. 76-87 ◽  
Author(s):  
Connie R. Wanberg ◽  
John D. Watt ◽  
Deborah J. Rumsey

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