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.
Objective: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. Materials and Methods: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. Results: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. Conclusion: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
Artificial intelligence (AI) is becoming part of our everyday experience and is expected to be ever more integrated into ordinary life for many years to come. Thus, it is important for those in product development, research, and public policy to understand how the public’s perception of AI is shaped. In this study, we conducted focus groups and an online survey to determine the knowledge of AI held by the American public, and to judge whether entertainment media is a major influence on how Americans perceive AI. What we found is that the American public’s knowledge of AI is patchy: some have a good understanding of what is and what is not AI, but many do not. When it came to understanding what AI can do, most respondents believe that AI could “replace human jobs” but few thought that it could “feel emotion.” Most respondents were optimistic about the future and impact of AI, though about one third were not sure. Most respondents also did not think they could develop an emotional bond with or be comfortable being provided care by an AI. Regarding the influence of entertainment media on perceptions of AI, we found a significant relationship ( p < 0.5) between people’s beliefs about AI in entertainment media and their beliefs about AI in reality. Those who believe AI is realistically depicted in entertainment media were more likely to see AIs as potential emotional partners or apocalyptic robots than to imagine AIs taking over jobs or operating as surveillance tools.
The purpose of this study is to investigate students’ engagement with a multimedia enhanced problem-based learning (PBL) environment, Alien Rescue, and to find out in what ways students consider Alien Rescue motivating. Alien Rescue is a PBL environment for students to learn science. Fifty-seven sixth-grade students were interviewed. Analysis of the interviews using the constant comparative method showed that students were intrinsically motivated and that there were 11 key elements of the PBL environment that helped evoke students’ motivation: authenticity, challenge, cognitive engagement, competence, choice, fantasy, identity, interactivity, novelty, sensory engagement, and social relations. These elements can be grouped into 5 perspectives of the sources of intrinsic motivation for students using Alien Rescue: problem solving, playing, socializing, information processing, and voluntary acting, with problem solving and playing contributing the highest level of intrinsic motivation. The findings are discussed with respect to designing multimedia learning environments.
This chapter describes how to design a motivating educational game for middle school students using digital-game based learning techniques in a problem-based learning environment. Specifically, The Alien Rescue Game (TARG), a problem-based digital-game based learning program, is compared to commercial digital games to determine how to design a motivating educational game. Results showed that students believed that their interest in learning science was influenced by their self-efficacy, attainment value, intrinsic value, utility value, cost perceptions, and knowledge. Furthermore, these same influences affected players’ perceptions of and experience with commercial digital games. Thus, these motivational constructs should be considered when developing educational games, with self-efficacy, intrinsic value, knowledge, and cost being the most important based. Intrinsic motivation sources were found to be control, challenge, immersion, and socializing. Considerations and implications for the design of motivating digital game-based learning programs, recommendations, and future research directions are presented.
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