Enriching Mobile Learning Software with Interactive Activities and Motivational Feedback for Advancing Users’ High-Level Cognitive Skills
Abstract
:1. Introduction
2. Methods and Procedures
3. Modules Analysis and Presentation of the Application
3.1. Interactive Learning Activities Delivery
3.2. Motivational Feedback Delivery
- Motivation through challenge More specifically, this motivation concerns messages that are challenging for the student to advance their knowledge. By presenting only part of the information that is quite provocative, students are challenged to look for the remaining unknown concepts (Figure 6a). The motivational message shows part of the information, rendering students who are interested in learning more. The characteristics of this element involve goals, uncertain outcomes with different difficulty levels, and the ability to gain self-esteem and self-efficacy.
- Motivation through control The messages promote a sense of control towards the student, meaning that learning outcomes are determined by the student’s actions (Figure 6b). Students receive additional information, take control, and decide whether they wants to learn more through a motivating interaction. The characteristics of this element involve a reactive learning environment, choice, and learners’ power.
- Motivation through fantasy These motivations promise students a fantasy world, i.e., the “mental images” that the learners create based on their interaction with the environment (Figure 7a). The characteristics of this element involve an appeal to emotional needs and relationships to material that was previously learned.
- Motivation through curiosity According to Malone and Lepper, motivation through curiosity is achieved through various audiovisual media (Figure 7b). The characteristic of this element involves interactivity between learner and environment, which should intrigue the learner.
4. Evaluation
4.1. Methods and Materials
4.2. Evaluation Process and Population
4.3. Results and Discussion
5. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Dimension | # | Questions |
---|---|---|
User experience | 1 | The interface of the system is pleasant. (1–5) |
2 | I am satisfied with how easy to use the system is. (1–5) | |
3 | I enjoy interacting with the system. (1–5) | |
Effectiveness of interactive activities | 4 | The activities are creative and innovative. (1–5) |
5 | The activities engage me in higher-order thinking. (1–5) | |
6 | I am satisfied with the quality of the activities. (1–5) | |
Effectiveness of motivational feedback | 7 | The feedback helps me redefine my learning path. (1–5) |
8 | The motivational messages are insightful. (1–5) | |
9 | My interest in the course is stimulated by the system. (1–5) | |
Impact on learning | 10 | The system helps me achieve higher-order cognitive skills. (1–5) |
11 | The feedback provided is effective in engaging me in the learning process. (1–5) | |
12 | I believe the system helps me understand better lesson’s concepts. (1–5) |
1-Point | 2-Points | 3-Points | 4-Points | 5-Points | Mean | St. Deviation | Variance | ||
---|---|---|---|---|---|---|---|---|---|
User Experience | Q1 | 0% | 0% | 15% | 25% | 60% | 4.45 | 0.7399 | 0.5475 |
Q2 | 0% | 0% | 5% | 30% | 65% | 4.6 | 0.5831 | 0.34 | |
Q3 | 0% | 0% | 10% | 20% | 70% | 4.6 | 0.6633 | 0.44 | |
Effectiveness of interactive activities | Q4 | 0% | 0% | 15% | 25% | 60% | 4.45 | 0.7399 | 0.5475 |
Q5 | 0% | 0% | 10% | 30% | 60% | 4.5 | 0.6708 | 0.45 | |
Q6 | 0% | 0% | 10% | 20% | 70% | 4.6 | 0.6633 | 0.44 | |
Effectiveness of motivational feedback | Q7 | 0% | 0% | 20% | 30% | 50% | 4.3 | 0.781 | 0.61 |
Q8 | 0% | 0% | 15% | 20% | 65% | 4.5 | 0.7416 | 0.55 | |
Q9 | 0% | 0% | 5% | 25% | 70% | 4.65 | 0.5723 | 0.3275 | |
Impact on Learning | Q10 | 0% | 0% | 15% | 15% | 70% | 4.55 | 0.7399 | 0.5475 |
Q11 | 0% | 0% | 0% | 30% | 70% | 4.7 | 0.4583 | 0.21 | |
Q12 | 0% | 0% | 20% | 20% | 60% | 4.4 | 0.8 | 0.64 |
Effectiveness of Interactive Activities | Effectiveness of Motivational Feedback | |||
---|---|---|---|---|
Group A | Group B | Group A | Group B | |
Mean | 4.65 | 3.2 | 4.45 | 3.15 |
Variance | 0.345 | 0.8 | 0.576 | 0.45 |
Observations | 20 | 20 | 20 | 20 |
Pooled variance | 0.572 | 0.513 | ||
Hypothesized mean difference | 0 | 0 | ||
df | 38 | 38 | ||
t Stat | 6.06 | 5.739 | ||
P(T <= t) two-tail | 4.7 × 10−7 | 1.3 × 10−6 | ||
t Critical two-tail | 2.024 | 2.024 |
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Troussas, C.; Krouska, A.; Sgouropoulou, C. Enriching Mobile Learning Software with Interactive Activities and Motivational Feedback for Advancing Users’ High-Level Cognitive Skills. Computers 2022, 11, 18. https://doi.org/10.3390/computers11020018
Troussas C, Krouska A, Sgouropoulou C. Enriching Mobile Learning Software with Interactive Activities and Motivational Feedback for Advancing Users’ High-Level Cognitive Skills. Computers. 2022; 11(2):18. https://doi.org/10.3390/computers11020018
Chicago/Turabian StyleTroussas, Christos, Akrivi Krouska, and Cleo Sgouropoulou. 2022. "Enriching Mobile Learning Software with Interactive Activities and Motivational Feedback for Advancing Users’ High-Level Cognitive Skills" Computers 11, no. 2: 18. https://doi.org/10.3390/computers11020018