scholarly journals Editorial: The Impact of Place-Based Contextualised Curriculum on Student Engagement and Motivation in STEM Education

2022 ◽  
Vol 6 ◽  
Author(s):  
Kathryn Holmes ◽  
Nathan Berger ◽  
Erin Mackenzie ◽  
Catherine Attard ◽  
Patrick Johnson ◽  
...  
2021 ◽  
Vol 109 ◽  
pp. 101795
Author(s):  
Xinyu He ◽  
Tingting Li ◽  
Ofir Turel ◽  
Yong Kuang ◽  
Hui Zhao ◽  
...  

Author(s):  
Kathleen R. Brazeal ◽  
Tanya L. Brown ◽  
Brian A. Couch

AbstractWhile formative assessments (FAs) can facilitate learning within undergraduate STEM courses, their impact likely depends on many factors, including how instructors implement them, whether students buy-in to them, and how students utilize them. FAs have many different implementation characteristics, including what kinds of questions are asked, whether questions are asked before or after covering the material in class, how feedback is provided, how students are graded, and other logistical considerations. We conducted 38 semi-structured interviews with students from eight undergraduate biology courses to explore how various implementation characteristics of in-class and out-of-class FAs can influence student perceptions and behaviors. We also interviewed course instructors to provide context for understanding student experiences. Using thematic analysis, we outlined various FA implementation characteristics, characterized the range of FA utilization behaviors reported by students, and identified emergent themes regarding the impact of certain implementation characteristics on student buy-in and utilization. Furthermore, we found that implementation characteristics have combined effects on student engagement and that students will tolerate a degree of “acceptable discomfort” with implementation features that contradict their learning preferences. These results can aid instructor reflection and guide future research on the complex connections between activity implementation and student engagement within STEM disciplines.


2007 ◽  
Vol 48 (8) ◽  
pp. 941-966 ◽  
Author(s):  
Steven M. LaNasa ◽  
Elizabeth Olson ◽  
Natalie Alleman

2014 ◽  
Vol 116 (13) ◽  
pp. 166-177
Author(s):  
David J. Shernoff ◽  
Stephen M. Tonks ◽  
Brett Anderson

This chapter presents a study that investigated characteristics of the learning environment predicting for student engagement in public high school classrooms. Students in seven high school classrooms in five different subject areas were observed and videoed in order to predict their engagement as measured by the experience sampling method (ESM).


2021 ◽  
pp. 027347532110351
Author(s):  
Adam C. Merkle ◽  
Linda K. Ferrell ◽  
O. C. Ferrell ◽  
Joe F. Hair

Marketing curricula are experiencing a digital disruption as e-books and other electronic educational resources replace print textbooks. This study investigates student perceptions about the effectiveness of print textbooks and e-books. Specifically, we focus on the perceived effectiveness of e-books and the impact on student engagement. A field-based quasi-experiment was conducted with a sample of 259 students in the Fall semester, and a follow-up sample of 395 students in the Spring semester. The results show a diverse impact of e-books on student engagement. Some aspects of engagement are positively affected while other aspects of student engagement exhibit a neutral or negative leaning impact. The findings also reflect significant variation in e-book effectiveness depending on the course. Finally, we find that e-books moderate the relationship between textbook effectiveness and academic performance engagement. Highly effective e-books result in higher levels of academic performance engagement. Collectively these findings shed light on the current situation and provide a foundation for additional research to further our understanding about e-book effectiveness and its relationship to student engagement.


2018 ◽  
Vol 10 (12) ◽  
pp. 4635 ◽  
Author(s):  
Hye Kim ◽  
Ah Hong ◽  
Hae-Deok Song

College students are often assumed to be digitally fluent as they are “digital natives”, owing to their exposure to digital technologies from an early age. Furthermore, it is assumed that this digital competence is likely to prepare them for learning in college. However, it has been observed that current college students who are “digital natives” may or may not effectively apply digital technologies during their college education. The purpose of this study is to examine the impact of college students’ prior digital experiences, particularly their families’ influence, on their in-college digital competence and attitude, and by extension, on student engagement. A total of 381 university students were surveyed in this study. Data was obtained from a self-administered, online survey and analyzed using partial least squares, which also evaluated the research model. According to the findings of this study, students’ positive prior digital experience significantly influences their perceived digital competence and their attitude toward digital technologies. In addition, our research also indicates that college students’ perceived digital competence and attitudes are mediated by their learning agility, which is the ability to continuously learn and the willingness to apply acquired knowledge. This article may thus act as a springboard for further empirical research, as well as for examining the nature of students’ prior and positive experiences and learning agility in digital competencies.


2017 ◽  
Vol 7 (4) ◽  
pp. 22-49
Author(s):  
Katie Seaborn ◽  
Deborah I. Fels ◽  
Rob Bajko ◽  
Jaigris Hodson

Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course instructor/designer perspectives. Finally, few studies on gamification have used a conceptual framework to assess the impact on student engagement. This paper reports on findings from evaluating two gamified multimedia and social media undergraduate courses over the course of one semester. Findings from applying a multidimensional framework suggest that the gamification approach taken was moderately effective for students overall, with some elements being more engaging than others in general and for each course over time." Post-term questionnaires posed to the instructors/course designers revealed congruence with the student perspective and several challenges pre- and post-implementation, despite the use of established rules for gamifying curricula.


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