scholarly journals The Effects of Students' Learning Anxiety and Motivation on the Learning Achievement in the Activity Theory Based Gamified Learning Environment

Author(s):  
Chungho Su
2013 ◽  
Vol 12 (1) ◽  
Author(s):  
Anders Berglund

This paper presents a framework for analysing variations in the ways in which students experience learning in complex, computer-supported environments. It involves an application of phenomenography extended to encompass the content of the learning as well as its context. Concepts from activity theory are drawn upon to enlarge the scope of phenomenography. By applying this framework, researchers, as well as course organisers, may gain insights into how courses are experienced by the participants and can thus develop these in a way that will be perceived as improvement by the course participants. Within this predominantly phenomenographic approach, the focus is upon the content of the learning experience, giving the ability to relate learning outcomes to the experience of the learning environment. Hence, insights can be gained that can help to improve learning environments and thereby outcomes. A case study illustrating the kinds of results than can be obtained when using the framework is provided.DOI: 10.1080/0968776042000211539


2020 ◽  
Vol 17 (2) ◽  
pp. 94-110 ◽  
Author(s):  
John Aries I Malahito ◽  
Maria Ana T Quimbo

In this era of digital media, teachers are competing against technological advancements in gaining students’ engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment that will serve as another teaching strategy to engage students in learning. The learning environment was aligned with the principles of gamification and was called Gamified-Class or simply G-Class. Using data gathered from 27 freshman college students, G-Class was developed following the Analysis–Design–Development–Implementation–Evaluation model of instructional design and using the Mechanics–Dynamics–Aesthetics framework of game design. The material was implemented in a General Physics class through a quasi-experimental research design. A G-Class mobile and desktop application together with a user guide was created. G-Class was evaluated both as instructional design material and as instructional task. As an instructional design, it was assessed in terms of content and learning objectives; design, interactivity, and usability; and assessment aligned with learning outcomes. As an instructional task, G-Class was assessed using the Intrinsic Motivation Inventory which consisted of four subscales in a 7-point Likert scale, namely, interest/enjoyment, perceived competence, choice, and pressure/tension. Overall, G-Class was given positive rating both as instructional material and as instructional task. With an overall rating of 5.60, students were found to be more engaged with their subject. Applying gamification in the learning environment pointed to its beneficial effects in enhancing students’ engagement in learning.


2018 ◽  
Vol 1 (1) ◽  
pp. 38-47 ◽  
Author(s):  
Nurul Farhani Binti Che Ghani

The purpose of this paper was to examine second language learners’ attitudes towards English Medium Instruction (EMI) courses at University of Selangor (UNISEL) in Malaysia affectively, behaviorally and cognitively. This study also investigated students’ learning anxiety and students’ learning achievement towards EMI courses. This study employed ABC Model of Attitudes (1998) as guidelines to investigate learners’ attitudes towards EMI courses. 100-degree students form Faculty of Science and Information Technology (FSIT) participated in the study by completing a questionnaire of English Medium Instruction courses. A quantitative method was employed to analyze the collected data, performing statistical procedures of descriptive statistic and Pearson correlation using SPSS. The major findings of the study were as follows: (1) most participants demonstrated positive attitudes towards English medium Instruction courses affectively, behaviorally and cognitively, (2) there was no significant relationship between students’ learning anxiety and students’ learning achievement towards EMI courses. It was due to the ways lecturers delivering EMI courses to the students. This situation happened when the way their lecturers conducted the lesson in English medium setting might help the students reduce their learning anxiety of the lesson. In other words, the level of their anxiousness in learning EMI courses depends on how their lecturers deliver the subject during teaching and learning process. Finally, some pedagogical implications that would help tap the students’ attitudes and achievement were demonstrated.Keywords: English Medium Instruction, attitudes, learning anxiety, learning achievement


2018 ◽  
Vol 1 (1) ◽  
pp. 267
Author(s):  
Ika Yunita ◽  
Janelle Lee Juneau ◽  
Stefanus C. Relmasira

Abstrak: Sesuatu yang dibutuhkan dalam matematika untuk kesuksesan hidup menghendaki lingkungan pembelajaran yang mendukung dan mendorong kompetensi matematika baik secara teori maupun praktik. Dalam pendidikan, mengajar matematika harus dengan cara yang kreatif dan mampu menciptakan suasana lingkungan dimana siswa tertarik untuk belajar matematika. Penelitian ini bertujuan untuk meningkatkan hasil belajar matematika melalui implementasi pembelajaran kooperatif dengan model pembelajaran STAD. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan 2 siklus, setiap siklus terdiri atas 3 pertemuan. Hasil dari siklus 1  ditemukan bahwa 28 siswa (82.35%)mencapai batas ketuntasan (KKM) dengan rata-rata nilai 80. Pada siklus2, rata-rata nilai mencapai 87 dengan 34 siswa (100%) mencapai batas ketuntasan. Berdasarkan hasil analisis dan diskusi dalam peneilitian ini, dapat disimpulkan bahwa impelentasi pembelajaran kooperatif dengan model pembelajaran STAD dapat meningkatkan hasil belajar matematika.Abstract: The overwhelming need for mathematics comprehension for a successful life requires a learning environment that support and encourages both theoretical and practical math competency. In education, teaching mathematic should be creative and able to provide an environment where students are interested to learn mathematics.This study aimed to improve mathematic learning outcomes through the implementation of cooperative learning type STAD learning model. The method used in this research was a Classroom Action Research by conducting three meeting for each in two cycles. The result of the study in first cycle was found that 28 students (82.35%) meet the school competency with average grade 80. In the second cycle, the average of learning achievement reached 87 with 34 students (100%) meet the school competency. Based on the analysis and discussion of the research, it is concluded that the implementation of cooperative learning type STAD learning model can improve mathematic learning outcomes.


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