2020
DOI: 10.1007/978-3-030-48190-2_5
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Attributes of Engagement in Challenge-Based Digital Learning Environments

Abstract: This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual's ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process. Challenge-based learning gives significant freedom to the learner to decide what and when to engage and interact with digital learning materials. In light of previous … Show more

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Cited by 10 publications
(6 citation statements)
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References 28 publications
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“…Quantitative methodologies (n=28) included surveys (Williams, Klein-Gardner, Limberis, & Sullivan, 2012), analysis of student performance scores , student learning gain scores (Membrillo-Hernández, J. Ramírez-Cadena, et al, 2019), student transaction data (Ifenthaler, Gibson, & Zheng, 2018), and social network analysis (Dornfeld Tissenbaum & Jona, 2018). Mixed methodologies (n=26) were most commonly a quantitative survey augmented with qualitative analysis of observations (Gama, 2019), open ended questions (Guo, Zhang, Ritter, & Man, 2014) or more specific methods such as video analysis (Eraña-Rojas, López Cabrera, Ríos Barrientos, & Membrillo-Hernández, 2019).…”
Section: Research Methodologiesmentioning
confidence: 99%
“…Quantitative methodologies (n=28) included surveys (Williams, Klein-Gardner, Limberis, & Sullivan, 2012), analysis of student performance scores , student learning gain scores (Membrillo-Hernández, J. Ramírez-Cadena, et al, 2019), student transaction data (Ifenthaler, Gibson, & Zheng, 2018), and social network analysis (Dornfeld Tissenbaum & Jona, 2018). Mixed methodologies (n=26) were most commonly a quantitative survey augmented with qualitative analysis of observations (Gama, 2019), open ended questions (Guo, Zhang, Ritter, & Man, 2014) or more specific methods such as video analysis (Eraña-Rojas, López Cabrera, Ríos Barrientos, & Membrillo-Hernández, 2019).…”
Section: Research Methodologiesmentioning
confidence: 99%
“…To sum up, one can say that gamification can offer a cognitively stimulating and socially integrated learning experience, which can be used at least partially to promote 21st century skills and competence development by enabling learner-centred, didactic settings that promote individualized learning (cf. Ifenthaler et al, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…A reasonable but demanding level of difficulty of tasks is central to the experience of competence and at the same time positively linked to learning performance (Ifenthaler et al, 2018). To do justice to the heterogeneous competence levels of learners, game mechanism and elements with different levels of difficulty must be integrated into the learning game environment.…”
Section: Levels Of Difficultymentioning
confidence: 99%
“…Given this, studies (e.g., [139]) advocated for innovative pedagogical initiatives that can enhance learner engagement especially in computer programming courses. Similarly, Ifenthaler et al [69] recommend the need to enhance students' engagement in programming using a modern learning environment like Google Team which is the focus of this study. Furthermore, Looyestyn et al [90] posit that student engagement is paramount in online learning environments to achieve behavioural change, especially in computer programming.…”
Section: Hypothesesmentioning
confidence: 99%