This study examines middle school students' learning and motivation as they engaged in a new media enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a new media environment on sixth graders' science learning, their motivation, and the relationship between students' motivation and their science learning. The analysis of the results showed that: Students significantly increased their science knowledge from pretest to posttest after using the PBL program, they were motivated and enjoyed the experience, and a significant positive relationship was found between students' motivation scores and their science knowledge posttest scores. Findings were discussed within the research framework.Keywords Motivation Á Engagement Á New media technology Á Problem-based learning Á Middle school science Research shows that motivation plays an important role in influencing learning and achievement (Ames 1990). When sufficiently motivated, students tend to approach challenging tasks more eagerly, persist in difficult situations, and take pleasure in their achievement (Stipek 1993). Strong correlations have been found between intrinsic motivation and academic achievement (Cordova and Lepper 1996;Lepper et al. 2005). Research has also shown that instructional context strongly affects students' motivation. Instructional materials that are challenging, give students choices, and promote perceived autonomy and self-determination can positively effect motivation (Hidi and Harackiewicz 2000).Second through fourth authors are listed in an alphabetical order.
In this paper, the authors describe a ludic simulation designed for middle school space science and examine its use to support students’ learning and motivation. The participants were 383 sixth graders and 447 seventh graders. The findings of this study showed that sixth- and seventh-graders perceived the simulation as having substantial ludic characteristics and educational value. The results indicated that having a playful experience is important for this age group and that participating in a ludic simulation can help motivate students to learn school subjects. Results also indicated that incorporating ludus into the learning experience can improve students’ attitudes toward the subject matter. Implications of policy, research, and practice with regard to using ludic simulations to support classroom-based learning were discussed.
The purpose of this study was to use multiple data sources, both objective and subjective, to capture students' thinking processes as they were engaged in problem solving, examine the cognitive tool use patterns, and understand what tools were used and why they were used. The findings of this study confirmed previous research and provided clear empirical evidence supporting the theoretical notion that technology-based cognitive tools play an important role in assisting students' problem solving. Students' tool use patterns were discussed in the context of their problem solving.
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