scholarly journals On Demotivating Factors for English Learning of Vocational College Students in Leshan City, Sichuan, China

2016 ◽  
Vol 14 (8) ◽  
Author(s):  
ZOU Li ◽  
XU Bo
2012 ◽  
Vol 2 (3) ◽  
pp. 260 ◽  
Author(s):  
Hsiang-Yung Feng ◽  
Jin-Jun Fan

Due to globalization, the importance of English cannot be overemphasized. Most teachers would assume that the motivation for students to learn English would be stronger than before. The purpose of this study is to explore the English learning motivation among vocational college students of different systems. The aim of the thesis was to understand students’ learning motivation of EFL, and compare the motivation in different students’ background or different systems of vocational college. The results showed that there were no differences on different systems in vocational college, gender and background of high school for students’ learning motivations. The results also found that there were stronger statistically significant between learning motivations and learning achievements.


2021 ◽  
Vol 13 (22) ◽  
pp. 12792
Author(s):  
Dan Wang ◽  
Mas Nida Md Khambari ◽  
Su Luan Wong ◽  
Abu Bakar Razali

The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called XploreRAFE+. This study aimed to explore the use of XploreRAFE+ in the formation of learners’ interest in order to answer the research question: What is the process of interest formation among vocational college students in a gamified AR environment, and how does it sustain students’ motivation in learning English? The data for the study were collected via observations, interviews, and document analysis. The findings of the study indicated that in a gamified AR environment, vocational college students’ interest was triggered by piquing curiosity. This then led to optimal learning experiences, where eventually the students began to have positive perceptions of English lessons and were motivated to extend learning experience on their own. These three components of interest formation formed a dynamic loop where interest formation was developed in a cyclical process. It is proposed that a cyclical formation of interest developed through a gamified AR environment over time could sustain learners’ motivation.


2020 ◽  
Author(s):  
Joseph Malechwanzi

Alcohol drinking among young people is a major global public health concern. The situation has been aggravated further by the advent of the internet and subsequent development of social media as a tool for online alcohol marketing. Measures that aim at reducing substance abuse is a stride towards “2030 Agenda” for sustainable development goal number 3 set by the United Nation General Assembly. In this goal, attention is not only drawn to health and wellbeing but also to prevention and treatment of substance abuse. This descriptive study sought to find out the prevalence of alcohol advertisements on social media and its possible influence on alcohol drinking among Kenya’s higher vocational college students. Based on a field survey conducted in Nairobi (n=209), this study established that there was heavy presence of alcohol advertisements on social media scene in Kenya. Although statistically, there was huge gender disparity, the final results showed that there was significant association between alcohol ads on social media and college student’s possible alcohol drinking habits. This study concludes that there was heavy presence of alcohol ads on social media, and the likelihood of youth having unrestricted access to the alcoholic beverage products. This could have a far-reaching implication on their alcohol drinking habits. Therefore, the study recommends the stakeholders in public health promotions to formulate policies aimed at mitigating against the challenges posed by unrestricted access to online alcohol ads by the youth in order to prevent them from being lured into early alcohol drinking by the alcoholic beverage makers.  Keywords: Alcohol abuse; Influence; Online ads; Youth; Kenya


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