2016
DOI: 10.1016/j.chb.2016.07.043
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Role of personality in computer based learning

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Cited by 81 publications
(49 citation statements)
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“…In an educational context, personalized learning encompasses a diverse range of personalization based on the learners' personal information. However, within e-learning, personalization of learning styles [7,8] and personalities [9,10] are common topics studied among researchers to help improve students' motivation and academic achievements.…”
Section: Introductionmentioning
confidence: 99%
“…In an educational context, personalized learning encompasses a diverse range of personalization based on the learners' personal information. However, within e-learning, personalization of learning styles [7,8] and personalities [9,10] are common topics studied among researchers to help improve students' motivation and academic achievements.…”
Section: Introductionmentioning
confidence: 99%
“…There is no optimal blended learning model that fits all learning purposes, because the design of a blended learning program must adequately deal with the exogenous factors of each specific course, namely, the nature of the instructional goals, student characteristics, instructor background and the category of resources (Aparicio, Bacao, & Oliveira, 2017;Osguthorpe & Graham, 2003;Picciano, Dziuban, & Graham, 2013;Senn, 2008;Spanjers et al, 2015;Tlili, Essalmi, Jemni, & Chen, 2016). Therefore, the instructor and designer always aim to find a "harmonious balance between online access to knowledge and face-to-face human interaction" (Osguthorpe & Graham, 2003).…”
Section: Blended Learning Designmentioning
confidence: 99%
“…In order to predict learners' personalities, various personality models have been proposed in the literature, such as Myers Briggs (Myers et al 1985) and Hans Eysenck (Eysenck 1990), but one of the most used and prominent psychological model is the Five Factor Model (FFM) (Franić et al 2014;McCrae and John 1992;Tlili et al 2016aTlili et al , 2016b. FFM contains five dimensions which describe diversities of people (Chittaranjan et al 2011), namely extraversion, agreeableness, conscientiousness, neuroticism and openness to experience.…”
Section: Personalitymentioning
confidence: 99%
“…In this context, 67% of American learners learn using digital games in classrooms (Statista 2018). Game-based learning (or also digital games for learning) are used to deliver several pedagogical objectives, such as learning English (Wu and Huang 2017), artificial intelligence (Denden et al 2017a), mathematics (McLaren et al 2017 and computer architecture (Tlili et al 2016a(Tlili et al , 2016b. Huizenga et al (2017) highlight several important elements that contribute to cognitive learning outcomes in game-based learning, namely: (1) learning in safe environments which means that learners can try new things without worrying about the consequences of their actions, hence they can learn from their mistakes; (2) receiving direct feedback about their choices; and, (3) active learning which means that learners can make more than one trial, hence they can correct their errors if needed.…”
Section: Introductionmentioning
confidence: 99%
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