Search results for "learning motivation"
showing 10 items of 18 documents
Radošais darbs ar pasakām vācu valodas kā svešvalodas stundās vidusskolā skolēnu mācību motivācijas paaugstināšanai
2015
Pētījums veltīts skolnieku radošajam darbam ar pasakām vācu valodas kā svešvalodas stundās vidusskolā skolēnu mācību motivācijas paaugstināšanai. Tas sastāv no ievada un divām daļām – no teorētiskās un no praktiskās daļas. Ievadā tiek formulēts darba mērķis un uzdevumi, izvirzīta hipotēze un raksturotas pētīšanas metodes. Teorētiskajā daļā aplūkoti jautājumi, kas saistīti ar pasaku kā literāru žanru un teksta specifiku: žanra vispārīgs raksturojums, pasakas izmantošanas iespējas vācu valodas mācību procesā, pasakas kā īpaša teksta veida interpretācijas iespējas ar atbilstošu satura nostiprināšanu. Tiek iztirzātas arī metodikas problēmas (mācīšanās stratēģiju, metožu un paņēmienu izvēle), ka…
Intersection of Serious Games and Learning Motivation for Medical Education
2020
Educational scholars are implementing technologies into the educational process. They use virtual reality, simulations, augmented reality and other immersive technologies that provide entertainment and an interesting, immersive environment as well as engage and motivate students. The aim of this research is to understand the scope and the nature of studies where serious games for medical education are prospective research subjects for the development of learning motivation. There are specific research questions that are of interest to the authors: (1) how many studies are devoted to exploring how serious games and simulations develop learning motivation; (2) how many studies are devoted to …
Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation
2021
Technology has brought changes in many fields, including education. An increasingly important role in the pedagogical process is played by technology-enhanced learning and the use of technology in the learning process to make it more exciting, interesting, and motivating for students. Game-based learning is an essential part of technology-enhanced learning, and it has the potential to engage and motivate students. Although knowledge tests often have negative associations related to stress and assessment, game-based learning tools like quiz apps provide a safe environment for training and mistakes by integrating elements of games that make the learning process and knowledge assessment more i…
PERCEPTIONS OF TODAY’S YOUNG GENERATION ABOUT MEANINGFUL LEARNING OF STEM
2020
The necessity of STEM knowledge is being more widely acknowledged as the priority in the development of education; however, students lack sufficient knowledge and interest in the acquisition of STEM subjects. Therefore, more attention should be paid to the teaching and learning methods that would correspond to the contemporary young generation and that would facilitate meaningful learning of modern students. Performing the survey of 256 students in Grades 10 – 12 of Latvia, students’ perceptions on how they understand and interpret their STEM learning and methods used by teachers have been explored. The questionnaire in the QuestionPro e-environment was designed according to the criteria de…
A comparative study of Finnish graduating seniors’motivation to learn English and Swedish
2009
Tämän proseminaaritutkimuksen tarkoituksena oli tutkia abiturienttien motivaatiota opiskella englantia ja ruotsia ja vertailla mahdollisia eroja vastaajien motivaatiossa kyseisiä kieliä kohtaan. Tutkimuksessa haluttiin selvittää muun muassa sitä, kuinka suuri rooli tulevilla ylioppilaskirjoituksilla, jatko-opiskeluilla ja tulevalla työllä on abiturienttien kielten opiskelussa ja opiskelumotivaatiossa. Viitekehyksenä käytettiin aiempia tutkimuksia englannin ja ruotsin opiskelumotivaatiosta ja erilaisia tapoja luokitella motivaatiota. Keskeisimmät luokittelut, joihin vastausten vertailu pohjautui, olivat integratiivinen ja instrumentaalinen sekä sisäinen ja ulkoinen motivaatio. Yhtenä verta…
Polish and Finnish teenagers’ motivation to learn English:the role of context
2016
Abstract Language learning motivation has been investigated in a number of contexts (Dornyei and Ushioda 2009). However, there has been only one attempt (Taguchi et al. 2009) at a systematic comparison of models of motivation to learn English by students from different countries. The aim of this study is to investigate the role of context by comparing motivational characteristics and SEM (Structural Equation Modelling) models of language learning motivation of 15-16 year-old students from Finland and Poland. The data from both countries was collected using the same motivational questionnaire with a total of 351 students completing it. A number of differences were identified between the two …
PEDAGOGICAL CONFLICT – THE CONTEMPORARY TECHNOLOGY OF THE COMPETENCY-BASED APPROACH
2019
In the 21st century, the creative role of education in the socio-economic development is increasing. Therefore, education is focused not only on the acquisition of certain amount of knowledge by learners, but also on the development of creative abilities and personal qualities, including the ability and desire to study, the ability and desire to act and the ability and desire to create. These key competencies develop in the process of learning on the basis of the technologies of the competency-based approach. The research problem is the development of positive learning motivation for students as the means of transforming inter-personal conflict into pedagogical conflict, which promotes indi…
Learning English through video games : Finnish learners' experiences
2018
Videopelit ovat alati kasvava populaarikulttuurin ja viihteen muoto. Videopelit ovat saavuttaneet myös akateemisen tutkimustyön mielenkiinnon mm. tietokoneavusteisen kielenoppimisen (computer-assisted language learning, CALL) ja peleihin pohjautuvan oppimisen (game-based learning) muodossa (ks. esim. Peterson, 2013; Reinhardt & Sykes, 2012). Nämä tutkimusalat keskittyvät kuitenkin videopelien ja erilaisten videopeleille ominaisten piirteiden soveltamiseen muodollisissa oppimisympäristöissä, kuten kouluissa ja muissa oppilaitoksissa. Vapaa-ajalla informaalien oppimistilanteiden kautta tapahtuvaan kielenoppimiseen kohdistuva tutkimus onkin ollut verrattain vähäisempää. Videopeleihin liittyvää…
Assessment of students' situation-specific classroom engagement by an InSitu Instrument
2016
The present study aims to expand the current understanding of engagement by examining variations in students' situation-specific engagement in lower secondary school. In addition, the validity and reliability of a new situation-specific InSitu Instrument were examined. The sample consisted of 1809 Finnish students attending Grade 7. The students filled in mobile ratings on their lesson-specific engagement after lessons. Furthermore, they answered questionnaires concerning their overall engagement, achievement beliefs, and task values in math and literacy. The results showed substantial variation within and between students in situational engagement. A five-factor structure was identified fo…
Parents' Causal Attributions Concerning Children's School Achievement: A Longitudinal Study
2005
The present study investigated the causes to which parents attribute their children's academic successes and failures during children's transition from preschool to primary school. It followed 182 mothers and 167 fathers of 207 children. The parents completed a questionnaire concerning their causal attributions, level of education, and parenting styles in the middle of the preschool year and during Grades 1 and 2. The children's performance in reading and mathematics was tested at the beginning of the preschool year. The results showed that, while the children were in preschool, parents attributed their children's success to ability and teaching. When the children moved to primary school, p…