Abstract: This study examines the key factors that influence general practitioners’ learning and transfer of specialized arthritis knowledge and self-care techniques to patients during normal patient visits. Drawing on the theory of planed behavior and using matched survey data collected from general practitioners before and after training sessions provided by specialized orthopedic physicians, the study suggests that the general practitioner’s intention to use and transfer learned knowledge was influenced mainly by intrinsic motivation, organizational learning culture and absorptive capacity, but was not influenced by extrinsic motivation. The results provide both theoretical and practical implications.
Abstract: Active learning strategies have completely rewritten the concept of teaching and learning. Academicians have clocked back to Socratic approaches of questioning. Educators have started implementing active learning strategies for effective learning with the help of tools and technology. As Generation-Y learners are mostly visual, engaging them using visualization techniques play a vital role in their learning process. The facilitator has an important role in intrinsically motivating the learners using different approaches to create self-learning interests. Different visualization techniques were used along with lectures to help students understand and appreciate the concepts. Anonymous feedback was collected from learners. The consolidated report shows that majority of learners accepted the usage of visualization techniques was helpful in understanding concepts as well as create interest in learning the course. This study helps to understand, how the use of visualization techniques help the facilitator to engage learners effectively as well create and intrinsic motivation for their learning.
Abstract: The purpose of the study is to investigate the level of
intrinsic motivation of trainers after attending a Continuous
Professional Development Course (CPD) organized by Institute of
Teacher Training Malaysia titled, “Transformation of Teaching and
Learning the Fun Way”. This study employed a survey whereby 96
teacher trainers were given Situational Intrinsic Motivational Scale
(SIMS) Instruments. Confirmatory factor analysis was carried out to
get the validity of this instrument in local setting. Data were analyzed
with SPSS for descriptive statistic. Semi- structured interviews were
also administrated to collect qualitative data on participants’
experiences after participating in the two-day fun-filled program. The
findings showed that the participants’ level of intrinsic motivation
showed higher mean than the amotivation. The results revealed that
the intrinsic motivation mean is 19.0 followed by Identified
regulation with a mean of 17.4, external regulation 9.7 and
amotivation 6.9. The interview data also revealed that the participants
were motivated after attending this training program. It can be
concluded that this program, which was organized by Institute of
Teacher Training Malaysia, was able to enhance participants’ level of
motivation. Self-Determination Theory (SDT) as a multidimensional
approach to motivation was utilized. Therefore, teacher trainers may
have more success using the “The fun way approach” in conducting
training program in future.
Abstract: Learner motivation is considered to be an important
component for the Blended e-Learning (BL) Method. BL is an
effective learning method in multiple domains, which opens several
opportunities for its participants to engage in the learning
environment. This research explores the learners’ perspective of BL
according to the Self-Determination Theory (SDT). It identifies the
opportunities and challenges for using the BL in Logistics Education
(LE) in Egyptian Higher Education (HE). SDT is approached from
different perspectives within the relationship between Intrinsic
Motivation (IM), Extrinsic Motivation (EM) and Amotivation (AM).
A self-administered face-to-face questionnaire was used to collect
data from learners who were geographically widely spread around
three colleges of International Transport and Logistics (CILTs) at the
Arab Academy for Science, Technology and Maritime Transport
(AAST&MT) in Egypt. Six hundred and sixteen undergraduates
responded to a questionnaire survey. Respondents were drawn from
three branches in Greater Cairo, Alexandria, and Port Said. The data
analysis used was SPSS 22 and AMOS 18.
Abstract: This paper explores the effects of gamification on
lower secondary school students’ motivation and engagement in the
classroom. Two-group posttest-only experimental design were
employed to study the influence of gamification teaching method
(GTM) when compared with conventional teaching method (CTM)
on 60 lower secondary school students. The Student Engagement
Instrument (SEI) and Intrinsic Motivation Inventory (IMI) were used
to assess students’ intrinsic motivation and engagement level towards
the respective teaching method. Finding indicates that students who
completed the GTM lesson were significantly higher in intrinsic
motivation to learn than those from the CTM. Although the result
were insignificant and only marginal difference in the engagement
mean, GTM still show better potential in raising student’s
engagement in class when compared with CTM. This finding proves
that the GTM is likely to solve the current issue of low motivation to
learn and low engagement in class among lower secondary school
students in Malaysia. On the other hand, despite being not significant,
higher mean indicates that CTM positively contribute to higher peer
support for learning and better teacher and student relationship when
compared with GTM. As a conclusion, gamification approach is
flexible and can be adapted into many learning content to enhance the
intrinsic motivation to learn and to some extent, encourage better
student engagement in class.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: Thanks to VR technology advanced, there are many
researches had used VR technology to develop a training system.
Using VR characteristics can simulate many kinds of situations to
reach our training-s goal. However, a good training system not only
considers real simulation but also considers learner-s learning
motivation. So, there are many researches started to conduct game-s
features into VR training system. We typically called this is a serious
game. It is using game-s features to engage learner-s learning
motivation. However, VR or Serious game has another important
advantage. That is simulating feature. Using this feature can create
any kinds of pressured environments. Because in the real
environment may happen any emergent situations. So, increasing the
trainees- pressure is more important when they are training. Most
pervious researches are investigated serious game-s applications and
learning performance. Seldom researches investigated how to
increase the learner-s mental workload when they are training. So, in
our study, we will introduce a real case study and create two types
training environments. Comparing the learner-s mental workload
between VR training and serious game.
Abstract: The present study was designed to test the influence
of intrinsic ICT-motivation, perceived usefulness and ease of use on
business students- willingness to use a particular software package. A
questionnaire was completed by 196 business students in Norway.
We found that 34% of the variance in the students- willingness to use
the software could be explained by the three proposed antecedents.
Intrinsic ICT-motivation seems to be the most important predictor of
students- satisfaction willingness to use the software package.