Schwab, Frank; Hennighausen, Christine; Adler, Dorothea C.; Carolus, Astrid
In: Frontiers in Psychology, Bd. 9, Nr. 1098, S. 1-17, 2018, ISBN: 1664-1078.
Abstract | Links | BibTeX | Schlagwörter: AIME, amount of invested mental effort, content cluster, content-analysis, literature review
@article{Schwab2018,
title = {Television Is Still “Easy” and Print Is Still “Tough”? More Than 30 Years of Research on the Amount of Invested Mental Effort},
author = {Frank Schwab and Christine Hennighausen and Dorothea C. Adler and Astrid Carolus},
url = {https://doi.org/10.3389/fpsyg.2018.01098},
doi = {10.3389/fpsyg.2018.01098},
isbn = {1664-1078},
year = {2018},
date = {2018-07-03},
journal = {Frontiers in Psychology},
volume = {9},
number = {1098},
pages = {1-17},
abstract = {We provide a literature overview of 30 years of research on the amount of invested mental effort (AIME, Salomon, 1984), illuminating relevant literature in this field. Since the introduction of AIME, this concept appears to have vanished. To obtain a clearer picture of where the theory of AIME has diffused, we conducted a literature search focusing on the period 1985–2015. We examined scientific articles (N = 244) that cite Salomon (1984) and content-analyzed their keywords. Based on these keywords, we identified seven content clusters: affect and motivation, application fields, cognition and learning, education and teaching, media technology, learning with media technology, and methods. We present selected works of each content cluster and describe in which research field the articles had been published. Results indicate that AIME was most commonly (but not exclusively) referred to in the area of educational psychology indicating its importance regarding learning and education, thereby investigating print and TV, as well as new media. From a methodological perspective, research applied various research methods (e.g., longitudinal studies, experimental designs, theoretical analysis) and samples (e.g., children, college students, low income families). From these findings, the importance of AIME for further research is discussed.},
keywords = {AIME, amount of invested mental effort, content cluster, content-analysis, literature review},
pubstate = {published},
tppubtype = {article}
}
We provide a literature overview of 30 years of research on the amount of invested mental effort (AIME, Salomon, 1984), illuminating relevant literature in this field. Since the introduction of AIME, this concept appears to have vanished. To obtain a clearer picture of where the theory of AIME has diffused, we conducted a literature search focusing on the period 1985–2015. We examined scientific articles (N = 244) that cite Salomon (1984) and content-analyzed their keywords. Based on these keywords, we identified seven content clusters: affect and motivation, application fields, cognition and learning, education and teaching, media technology, learning with media technology, and methods. We present selected works of each content cluster and describe in which research field the articles had been published. Results indicate that AIME was most commonly (but not exclusively) referred to in the area of educational psychology indicating its importance regarding learning and education, thereby investigating print and TV, as well as new media. From a methodological perspective, research applied various research methods (e.g., longitudinal studies, experimental designs, theoretical analysis) and samples (e.g., children, college students, low income families). From these findings, the importance of AIME for further research is discussed.
Khalil, Mohammad; Wong, Jacqueline; de Koning, Björn; Ebner, Martin; Paas, Fred
Gamification in MOOCs: A Review of the State of the Art (Draft) Proceedings Article
In: Proceedings of the 2018 IEEE Global Engineering Education Conference, S. 1635–1644, Santa Cruz, Tenerife, Canary Islands, Spains, 2018.
Abstract | Links | BibTeX | Schlagwörter: A, gamification, literature review, massive open online courses (MOOCs)
@inproceedings{Khalil2018,
title = {Gamification in MOOCs: A Review of the State of the Art (Draft)},
author = {Mohammad Khalil and Jacqueline Wong and Björn de Koning and Martin Ebner and Fred Paas},
url = {https://www.researchgate.net/publication/324528892_Gamification_in_MOOCs_A_Review_of_the_State_of_the_Art},
year = {2018},
date = {2018-04-01},
urldate = {2018-05-16},
booktitle = {Proceedings of the 2018 IEEE Global Engineering Education Conference},
pages = {1635–1644},
address = {Santa Cruz, Tenerife, Canary Islands, Spains},
abstract = {A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.},
keywords = {A, gamification, literature review, massive open online courses (MOOCs)},
pubstate = {published},
tppubtype = {inproceedings}
}
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.