2011
DOI: 10.1007/s11423-011-9190-9
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Curiosity, interest and engagement in technology-pervasive learning environments: a new research agenda

Abstract: This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new media technology-pervasive learning environments is advanced, taking into consideration personal, situational and contextual factors as influencing variables. While the p… Show more

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Cited by 193 publications
(111 citation statements)
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References 41 publications
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“…Several works state that intrinsic motivation is a very powerful predictor for success in learning (Brown, 2001;Harmer;. Furthermore, Arnone, et al (2011) assert that curiosity can be a powerful motivator of behavior, initiating actions directed at exploring one"s environment to resolve uncertainty and to make the novel known. Thus in the context of the crossword puzzle, the students are intrinsically motivated to find the correct answer for each question which subsequently enhances the development of their vocabulary.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Several works state that intrinsic motivation is a very powerful predictor for success in learning (Brown, 2001;Harmer;. Furthermore, Arnone, et al (2011) assert that curiosity can be a powerful motivator of behavior, initiating actions directed at exploring one"s environment to resolve uncertainty and to make the novel known. Thus in the context of the crossword puzzle, the students are intrinsically motivated to find the correct answer for each question which subsequently enhances the development of their vocabulary.…”
Section: Discussionmentioning
confidence: 99%
“…Specifically, in the affective domain, Langeling and Malarcher (1997) state those games such as crossword puzzles can lower affective filters, encourage creative and spontaneous use of language and give students fun. Moreover, a game like the Application-Based Crossword Puzzles potentially arouses the curiosity of the players, allowing their motivation to develop (Arnone, et al, 2011;Deci, 1975).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Furthermore, the pace of the story was dictated by the child. Several features were integrated into this app to maintain engagement and interest, important aspects that affect curiosity [1]. The first was the selection of the story's protagonist.…”
Section: Story-maker Appmentioning
confidence: 99%
“…Can you show it to me." This increased diversity and randomness in the robot's behavior is suggested to be essential for the children's engagement, a major factor in educational interactions [1].…”
Section: Protocolmentioning
confidence: 99%
“…taking charge of one's own learning [19], and to encourage more active and deeper learning [20]. For example, providing technology-supported instruction in the form of motivational emails and links to supplementary instructional materials (such as videos) increased student motivation to learn [21].…”
Section: B the Use Of Educational Technologymentioning
confidence: 99%