Evaluation of Learning Motivation within an Adaptive e-Learning Platform for Engineering Science

Author(s):  
Mathias Bauer
Author(s):  
Chien-Hung Lai ◽  
Bin-Shyan Jong ◽  
Yen-Teh Hsia ◽  
Tsong-Wuu Lin

Most students are not actively concerned about curriculum activity times. However, without reminders, students will miss out on learning opportunities from the course activities. Therefore, due to the use of smartphones — which are central to people's everyday lives —, this study combined apps and the curriculum to develop a course activity notification system — Mobile Secretary of Operating Systems (MSOS) —­, as a curriculum reminder tool. This tool reminds the student of the curriculum activity times anytime and anywhere, like a secretary. This study also investigates students’ preferences between three distinct reminder tools — the reminder app, e-mail notifications and online learning platform announcements — in terms of their effectiveness in accessing curriculum-related matters, and in previewing and reviewing courses. Additionally, the study examines the efficacy of the MSOS app by comparing the questionnaire results of the students who used the app and those who did not use it. From the results of the questionnaire, it is also ascertained whether those students who used MSOS consider the app to be more convenient and immediate than e-mail notifications and the online learning platform, both in giving access to curriculum-related matters and in previewing and reviewing courses.


2021 ◽  
Vol 6 (1) ◽  
pp. 71-80
Author(s):  
Indra Hidayatulloh ◽  
Sigit Pambudi ◽  
Herman Dwi Surjono ◽  
Totok Sukardiyono

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: architecture's reliability, security and privacy issue, user’s acceptance and motivation, and gamification feature challenges.


Author(s):  
Rasyidah Nur Aisyah ◽  
Dewi Masitho Istiqomah ◽  
Muhammad Muchlisin

This study believes that it needs an effort that encourages students to carry out learning activities to achieve predetermined goals and motivation to determine students' success in the teaching-learning process. The objective of this study is to know the students’ motivation in learning after using e-learning materials using the Telegram app, i.e., telegram bot. This descriptive quantitative research used a closed questionnaire with 11 modified questions, and it was delivered to 46 respondents. Based on analysis of students' learning motivation before using the telegram bot it was highlighted into a good category 80.56%]. This study also manage to reveal three aspects that construct this presents study, namely interests, concerns, and needs. The analysis manage to record that the interesting aspect received 78.19%, the concern aspect received 82.18%, and the need aspect received 81.56%. Thus, and the average score of students' learning motivation was 80.56%. After using the telegram bot, the details of the recapitulation of the motivation questionnaire are as follows, aspects of interest get 84.17%, aspects of attention get 87.23%, aspects of needs get 86.70%, and the average score of student learning motivation is 85.98%. Thus, it can be concluded that the use of telegram bot as e-learning materials can increase student motivation.


2010 ◽  
Author(s):  
Kris M. Y. Law ◽  
Victor C. S. Lee ◽  
Y. T. Yu

Sign in / Sign up

Export Citation Format

Share Document