Regulation of Digital Behavior Models for Knowledge Transfer: Organizational Concerns of Remote Learning
Abstract
:1. Introduction
1.1. Literature Review
- Motivation is a complex system of personality traits (determined to a large extent by organic nature, for example, the individual diversity of developed brain zones, such as the ability to process visual, auditory, or kinesthetic data) and socially based values that are acquired through socialization as a desirable orientation in the social space;
- Responsibility is expressed in caution (ecology of behavior), when a person chooses the options of behavior with the criteria of minimizing irreversible impact on the social or physical environment;
- Social perception reflects the understanding of factors that determine the behavior of others; it is based on personal motivations and constraints, and on experiences of previous social interactions when others have explained their motives;
- Readiness to make risky decision includes the capability to accept the long-term and complex consequences of the choice made; the short sequences of forecasted results allow actors to decrease the intellectual effort to model the future and to predict the outcomes of the decision, and the saving strategy (minimizing deliberation costs) makes people choose the environment with shorter fixed results.
1.2. Questions and Hypotheses of the Research
2. Materials and Methods
- The anonymity of the Internet was initially proposed to provoke the opinions and to stimulate people talking. The participants consider personal identification and the possibility of creating new profiles and accounts in social media and in games. How do these options influence behavior? In both real communication (personal profiles in social media and messengers) and game communication (avatars), the participants have the theoretical possibility to “kill” their personage, but in fact, the game players are fostering their avatars and appreciate the identity of their personage, the “hero”. Is this sense of responsibility the same both offline and online? The groups raised question on whether image and reputation have the same value in the physical and virtual world, or if the character of the avatar can be lost easier and the social media profile can be forgotten without deep consequences (H2);
- The possibility to correct mistakes has several degrees and options: in the physical reality time is linear and each correction is, in fact, a new action based on the previous background. In online activities, the time counter can be re-launched, the new experience and knowledge is assimilated by the person (not by personage), and usually the previous attempts’ results are completely “deleted” from memory and not “forgotten”, because in real life to “forgot” often means a convention between participants to avoid remembering and reminding. The notions of excuse and absolution are less implemented in the online world than offline because people rarely need to apologize as it is enough to respect rules and to apply sanctions (without an option of a pardon) against someone who violates those rules (H4);
- The motivation plays the role of enabling criteria to choose a behavioral model and take action; these criteria, set in online environment, are related to others’ opinions within social media (presented with likes and dislikes), in games, online work, and learning activities where a participant can award assessment points. Any action produces effects, the choice is made according the internal criterion of the process happening (intrinsic motivation) and the expected external effects that will allow the actor to obtain external rewards (extrinsic motivation). The groups argued if likes in social media and anticipated rewards in other activities are more important than the pleasure of doing or of the process of communicating. Does the ratio of intrinsic/extrinsic motivation differ in offline and online activities? (H1)
- The organization of traditional activities (both work and learning) is well balanced and administrated on the basis of centuries (and even millenniums) of negotiations. The academic tradition was cultivated at universities in Eurasia since A.D. 489 (Academy in Gondishapur, Iran), in the Mediterranean area since 859 (Al-Karaouine, Fez, Morocco), and in Western Europe since 1088 (Bologna, Italy); the work conditions and distribution of functions and duties among participants of enterprise were coordinated, over several centuries, within guilds and factories. Remote work and learning represent a new environment to re-negotiate, but all the involved parties have an illusion that they know enough about the interests, costs, and gains of the other sides. The talk was concentrated on the question: if some resources used and opportunities appeared are underestimated or over-estimated by others, which elements are not assessed in a correct way? For example, students and teachers often had no idea of the difficulties faced by the administration of educational institutions during to the pandemic, due to the quadruple subordination to the offices of education, healthcare, monitoring agencies, the human wellbeing service, and to the orders and instructions of the coronavirus emergency headquarters) (H3).
3. Results
3.1. Responsibility as a Regulative Mechanism for Offline and Online Activity
- Anonymity on the Internet;
- Psychological features of personality to balance internal and external locus of control;
- Unfairness of games mechanics—players can buy specific equipment and capacities for their avatars, and the algorithms are adjusted to simulate hazard by difficulty and to prevent easy success (“a good place to cheat because I deceive the system, the machine, not humans”, a student said);
- Equity and accuracy of game activities at education and work—if participants follow the rules, they are rewarded according to the initially announced scale.
3.2. Risky Behavior Is Typical for an Online Environment Perceived as a Secure Sandbox
- All that happens on the Internet happens in a specific space that is not completely real—all that happens online should not be perceived as “really real”, as completely existing to the same degree as the events and actions in physical reality;
- A second chance should not be given to people, it does not matter if it is offline or online;
- Everyone can make a mistake, tests should account for diverse kinds of errors, misunderstanding of questions, and typos both offline and online at an equal or different degree;
- Games, applications, and bots suppose the immanent possibility to “start from zero” or from a previously saved location. If an avatar is killed, the person can launch again at the location, application, or conversation with a voice assistant. It is different from real life as if anyone died, they have no way to recover;
- Machines are created to help people, and it is logical that communication through machines and/or with machines is understood as “helped”. Digital interaction is supposed to supply a higher degree of correction in terms of erroneous actions and reducing human risks.
3.3. The Source of Motivation and Values as Criteria to Choose Behavioral Model Is under Question
- Motives act as criteria to choose the model of behavior, with short and long-term motivation, internal and external scales of values, and self-actualization as a complex motivating project;
- Scores in face-to-face learning in the classroom, primes and bonuses in the traditional workspace are the external motives. Do they dominate the pleasure of work or study?
- Everyday behavior is shaped with the reinforcement (behaviorists usually use a labyrinth with a white rat who has to find a piece of sugar in their research). This kind of social learning through the system of “approval-condemnation” is applied by humankind;
- The absence of likes can provoke the suicide attempt of a blogger;
- The motivation in physical reality is more balanced than in online activities, where the weight of extrinsic motivation is higher in the online environment and the intrinsic motives have more significance in offline traditional activities than within the remote regime.
3.4. Overestimation of Self-Investment and Underestimation of Others’ Resources Use
- Economic issues: advantages (gains) and costs (individual or family resources implemented);
- Social concerns: negotiations and agreements versus conflicts; and communications and activities through the Internet (flash mobs, blogging, social media, etc.);
- Psychological outcome: satisfaction (typical for introverts) or stress and anxiety (for extraverted personalities);
- Family life: home as a place for rest or for activities, a decrease of attention with an increase in the volume of time passed together;
- Personal self-actualization: freedom or prison; pleasant and interesting pastime versus the hard task of structuring the “empty” time by themselves.
4. Discussion
4.1. Evolution of Responsibility for Regulating Online Behavior
4.2. Lack of Personal Commitment to Check Decisions before Pushing the Button
4.3. Controversal Findings on Instrinsic and Extrinsic Motivation
4.4. Incorrect Assessment of the Others’ Balance of Interests
- Assessment of the degree of students’ preferences for online education (sd = 4.242); the average assessment of agreement given by students was 3.693 pts (0 = no, 1 = indifferent, 2 = support), by teachers was 12.443, and by administrators was 21.292;
- For the evaluation of the teachers willingness for remote work (sd = 4.363), the average assessment given by teachers was 2.519 pts, by students was 8.057, and by administrators was 19.654;
- Respondents’ ideas on the administrations’ preference for the remote learning (sd = 3.448) included the average assessment given by administrators at 5.615 pts, by students at 18.250, by teachers at 18.818.
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Undergraduates | Master’s Students | Teachers Offline | Teachers Online | Adm. Staff | School Teachers | |
---|---|---|---|---|---|---|
Average age, years | 20.6 | 23.8 | 53.4 | 51.7 | 44.3 | 44.1 |
Standard deviation 1 | 0.852 | 3.194 | 16.533 | 13.192 | 12.717 | 13.080 |
Female, % | 57.1 | 58.3 | 41.7 | 54.5 | 84.6 | 90.9 |
Male, % | 42.9 | 41.7 | 58.3 | 45.5 | 15.4 | 9.1 |
Appendix B
Issues | Statements to Provoke Discussion | Undergrad. | Master Stud. | Teachers Offline | Teachers Online | Adm. Staff | School Teachers | Total |
---|---|---|---|---|---|---|---|---|
Anonymity | Action online is anonymous | 9 | 2 | 1 | 0 | 0 | 6 | 24.7% |
No anonymity exists on the Internet, it is only an illusion | 4 | 10 | 5 | 1 | 11 | 5 | 49.3% | |
Anonymity exists a priori, but a posteriori everyone is identified | 1 | 0 | 8 | 10 | 2 | 0 | 28.8% | |
Cheating or crime | Online space is the best place to cheat and scam | 13 | 12 | 11 | 11 | 9 | 11 | 91.8% |
The darknet allows people to stay anonymous in crime, I avoid this | 14 | 12 | 11 | 9 | 0 | 11 | 78.1% | |
Locus of control | The reactions in social media refer to internal locus of control (I decide what I do) | 7 | 8 | 2 | 5 | 1 | 0 | 31.5% |
The likes and dislikes play an important role in social media activity | 13 | 12 | 7 | 6 | 12 | 11 | 83.6% | |
Games are constructed to avoid fast winning, external locus | 9 | 4 | 11 | 10 | 4 | 8 | 63.0% | |
The gaming activity at work and learning is “fair play”, internal locus of control | 8 | 9 | 9 | 8 | 12 | 11 | 78.1% | |
Online vs. offline | People can anticipate the consequences and effects of their acts online better than offline | 12 | 12 | 11 | 10 | 13 | 11 | 94.5% |
People think less about the consequences of their acts online than offline | 14 | 12 | 12 | 11 | 12 | 11 | 98.6% |
Issues | Statements to Provoke Discussion | Undergrad. | Master Stud. | Teachers Offline | Teachers Online | Adm. Staff | School Teachers | Total |
---|---|---|---|---|---|---|---|---|
Unreal world | Negative effects are virtual, it is easier to repair imagined things | 13 | 10 | 5 | 4 | 8 | 10 | 68.5% |
People always live in their conscience, does not matter if it is off or online | 2 | 3 | 8 | 8 | 1 | 3 | 34.2% | |
Irreversible actions | Actions in both physical and virtual reality are irreversible | 1 | 2 | 10 | 10 | 0 | 2 | 34.2% |
Any person has right to forgiveness and to correct mistakes without penalty | 12 | 11 | 11 | 11 | 4 | 9 | 79.5% | |
Habits to edit and correct | Social media allows people to edit a message or post, it is normal for online | 14 | 11 | 6 | 4 | 6 | 3 | 60.3% |
Messengers allow people to delete and re-write a message, it is normal for online | 14 | 11 | 6 | 6 | 11 | 8 | 76.7% | |
Games include many attempts to pass from a lower level to a higher one | 12 | 10 | 10 | 8 | 12 | 11 | 86.3% | |
Assistance in remote learning | Digital tools must assist people, it is normal when a machine corrects human errors | 7 | 9 | 9 | 10 | 5 | 3 | 58.9% |
Digital education should be more favorable for students | 14 | 12 | 12 | 11 | 10 | 10 | 94.5% | |
The design of remote learning is to help and assist teachers and students | 14 | 12 | 12 | 11 | 12 | 11 | 98.6% | |
Short steps to acquire simple skills | Distance learning and remote work should use shorter steps to fulfill and monitor | 14 | 12 | 11 | 10 | 13 | 11 | 97.3% |
Iterative actions help to assimilate the skill, numerous online attempts replace offline drafts | 14 | 12 | 8 | 7 | 13 | 10 | 87.7% |
Issues | Statements to Provoke Discussion | Undergrad. | Master Stud. | Teachers Offline | Teachers Online | Adm. Staff | School Teachers | Total |
---|---|---|---|---|---|---|---|---|
Short and long-term reasoning | The motivation in physical reality is more long-term oriented | 10 | 8 | 3 | 4 | 11 | 7 | 58.9% |
The motivation in virtual reality is more short-term oriented | 12 | 9 | 3 | 4 | 13 | 8 | 67.1% | |
Marks versus knowledge | Some students learn for knowledge, others are studying only for marks | 14 | 12 | 12 | 11 | 11 | 10 | 95.9% |
The share of learners hungry for knowledge is higher in face-to-face education | 2 | 1 | 1 | 0 | 2 | 4 | 13.7% | |
The share of learners seeking marks is higher in distance education | 4 | 2 | 6 | 3 | 10 | 5 | 41.1% | |
Gains and process in offline and online | The real wage is more important than likes on social media | 14 | 12 | 12 | 11 | 13 | 9 | 97.3% |
Games involve players, first of all, by the pleasure of playing | 13 | 12 | 12 | 11 | 11 | 11 | 95.9% | |
To earn money is less important than to develop a thematic blog (for a passionate author) | 7 | 4 | 5 | 6 | 3 | 7 | 43.8% | |
Short steps to acquire simple skills | Distance learning and remote work should use shorter steps to fulfill and monitor | 10 | 8 | 3 | 4 | 11 | 7 | 58.9% |
Iterative actions help to assimilate the skill, numerous online attempts replace offline drafts | 12 | 9 | 3 | 4 | 13 | 8 | 67.1% |
Issues | Statements to Provoke Discussion | Undergrad. | Master Stud. | Teachers Offline | Teachers Online | Adm. Staff | School Teachers | Total |
---|---|---|---|---|---|---|---|---|
Economic and institution issues | Students and teachers have high expenses related to wideband internet, computer, and staying home | 14 | 12 | 12 | 11 | 4 | 11 | 87.7% |
Administrative personnel cope with the heavy burden of additional reporting | 2 | 3 | 5 | 4 | 13 | 4 | 42.5% | |
Creativity versus increased charge | Distance education allowed people to demonstrate their creativity | 12 | 10 | 4 | 2 | 9 | 1 | 52.1% |
The mastering of the new tools of digital education was a heavy burden and absorbed 25 h by day | 9 | 11 | 12 | 11 | 2 | 11 | 76.7% | |
Home and family concerns | Conflicts increased inside family and in online communication for learning | 12 | 12 | 12 | 11 | 9 | 10 | 90.4% |
Home is a family space for leisure: children, parents, and relatives demand me every minute during distance learning | 4 | 5 | 3 | 5 | 2 | 1 | 27.4% | |
The family is glad to see their members (students and teachers) for so long | 10 | 7 | 9 | 6 | 12 | 10 | 74.0% | |
Psychological issues | Distance learning helps to self-organize and find time for personal growth and hobbies | 5 | 6 | 11 | 11 | 7 | 11 | 69.9% |
Solitude is difficult and forces people to make efforts to fill in the time | 10 | 8 | 3 | 6 | 6 | 4 | 50.7% | |
Everyone is happy with staying at home during the year | 10 | 8 | 1 | 1 | 5 | 0 | 34.2% | |
People feel anxious, sad, frustrated, and angry staying at home for so long | 6 | 5 | 0 | 0 | 4 | 0 | 20.5% | |
Preferences | Students prefer remote learning | 5 | 3 | 6 | 8 | 13 | 9 | 60.3% |
Teachers prefer remote learning | 9 | 5 | 2 | 5 | 12 | 0 | 45.2% | |
Administrations of educational institutions prefer remote learning | 14 | 12 | 10 | 10 | 6 | 10 | 84.9% |
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Issues | Statements to Provoke Discussion | Students | Teachers | Adm. Staff |
---|---|---|---|---|
Economic and institution issues | Students and teachers have high expenses related to wideband internet, computer, and staying home | 100.0% | 100.0% | 30.8% |
Administrative personnel cope with the heavy burden of additional reporting | 19.2% | 38.2% | 100.0% | |
Creativity versus increased charge | Distance education allowed people to demonstrate their creativity | 84.6% | 20.6% | 69.2% |
The mastering of the new tools of digital education was a heavy burden and absorbed 25 h by day | 76.9% | 100.0% | 15.4% | |
Home and family concerns | Conflicts increased inside family and in online communication for learning | 92.3% | 97.1% | 69.2% |
Home is a family space for leisure: children, parents, and relatives demand me every minute during distance learning | 34.6% | 26.5% | 15.4% | |
The family is glad to see their members (students and teachers) for so long | 65.4% | 73.5% | 92.3% | |
Psychological issues | Distance learning help to self-organize and find time for personal growth and hobbies | 42.3% | 97.1% | 53.8% |
Solitude is difficult and forces people to make efforts to fill in the time | 69.2% | 38.2% | 46.2% | |
Everyone is happy with staying at home during the year | 69.2% | 5.9% | 38.5% | |
People feel anxious, sad, frustrated, and angry staying at home for so long | 42.3% | 0.0% | 30.8% | |
Preferences | Students prefer remote learning | 30.8% | 67.6% | 100.0% |
Teachers prefer remote learning | 53.8% | 20.6% | 92.3% | |
Administrations of educational institutions prefer remote learning | 100.0% | 88.2% | 46.2% |
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Pokrovskaia, N.N.; Leontyeva, V.L.; Ababkova, M.Y.; D’Ascenzo, F. Regulation of Digital Behavior Models for Knowledge Transfer: Organizational Concerns of Remote Learning. Educ. Sci. 2021, 11, 592. https://doi.org/10.3390/educsci11100592
Pokrovskaia NN, Leontyeva VL, Ababkova MY, D’Ascenzo F. Regulation of Digital Behavior Models for Knowledge Transfer: Organizational Concerns of Remote Learning. Education Sciences. 2021; 11(10):592. https://doi.org/10.3390/educsci11100592
Chicago/Turabian StylePokrovskaia, Nadezhda N., Veronika L. Leontyeva, Marianna Yu. Ababkova, and Fabrizio D’Ascenzo. 2021. "Regulation of Digital Behavior Models for Knowledge Transfer: Organizational Concerns of Remote Learning" Education Sciences 11, no. 10: 592. https://doi.org/10.3390/educsci11100592
APA StylePokrovskaia, N. N., Leontyeva, V. L., Ababkova, M. Y., & D’Ascenzo, F. (2021). Regulation of Digital Behavior Models for Knowledge Transfer: Organizational Concerns of Remote Learning. Education Sciences, 11(10), 592. https://doi.org/10.3390/educsci11100592