2013
DOI: 10.2304/elea.2013.10.4.483
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New Pedagogies of Motivation: Reconstructing and Repositioning Motivational Constructs in the Design of Learning Technologies

Abstract: In this article the authors examine motivational constructs through the lens of new mediasupported educational efforts. By examining a range of online, new-media-based learning communities and instructional technologies, they analyze the ways in which motivation is positioned within the field of education, how ecologies of motivation embedded within new media might be understood, how motivation might be organized and represented, and how constructions of motivational elements in designed learning technologies … Show more

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Cited by 10 publications
(4 citation statements)
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“…This result reinforces the importance of giving students the role of protagonist in the learning process, even though using a ctional narrative. The mere fact of changing their status from student to intern, and from the classroom to a startup, seems to have produced nice results (Magni co et al, 2013).…”
Section: Resultsmentioning
confidence: 99%
“…This result reinforces the importance of giving students the role of protagonist in the learning process, even though using a ctional narrative. The mere fact of changing their status from student to intern, and from the classroom to a startup, seems to have produced nice results (Magni co et al, 2013).…”
Section: Resultsmentioning
confidence: 99%
“…They also transform them by using quite different kinds of evidentiary argument from those of the past. Foundational areas for big data and data science in education include: formative and situated or classroom assessment (Black & Wiliam, 1998;Pellegrino, Chudowsky, & Glaser, 2001); technology-mediated psychometrics (Chang, 2015;Rupp, Nugent, & Nelson, 2012); self-regulated learning and metacognition (Bielaczyc, Pirolli, & Brown, 1995;Bransford, Brown, & Cocking, 2000;Kay, 2001;Kay, Kleitman, & Azevedo, 2013;Lane, 2012;Magnifico, Olmanson, & Cope, 2013;Shepard, 2008;Winne & Baker, 2013); and analyses of complex performance and holistic disciplinary practice (Greeno, 1998;Mislevy, Steinberg, Breyer, Almond, & Johnson, 2002).…”
Section: Disciplinary Realignmentsmentioning
confidence: 99%
“…Video games were massively popularized with the rise of personal computing in the 1980s, and today reach an audience larger than Hollywood. The question educators have been attempting to address is how can we bring the medium and levels of engagement of games to education through the 'gamification' of learning (Gee, 2005;Magnifico, Olmanson, & Cope, 2013)? James Gee identifies 36 learning principles that are intrinsic to most video games, even first person shooter games, many of which are absent or at best weakly present in what he characterizes as 'traditional schooling' (Gee, 2004).…”
Section: Learning Gamesmentioning
confidence: 99%
“…Motivation and affect are key factors in learning (Magnifico et al, 2013). Log files can provide indirect evidence of patterns of engagement, or more specific information such as the extent to which a learner relies on help offered within the environment (Rebolledo-Mendez, Boulay, Luckin, & Benitez-Guerrero, 2013).…”
Section: Affect Metersmentioning
confidence: 99%