Motivation enhanced deep and meaningful learning with social virtual reality
Current online teaching and learning practices in distance education face limitations
in terms of quality and effectiveness. The theories of deep and meaningful
learning have the potential to address these challenges by placing emphasis on
the cognitive, social and affective aspect of learning by engaging the person holistically.
New e-learning models and frameworks are needed to develop and
sustain learners’ high levels of motivation, engagement and satisfaction.
This dissertation’s focus is on the motivation enhancement methods for
deep and meaningful learning in distant education. The overall goal is to find out
the effect of motivation-enhancement approaches using social virtual reality environments
in e-learning and open education. Game-based approaches for enhancing
intrinsic motivation include playful design, gamification and serious
games. Previous empirical research in attendance-based, blended learning and
online settings has shown promising results. However, there is a need for researching
the effect of motivation enhancement methods in e-learning regarding
the quality of learning.
Can we improve learning quality and help learners achieve deep meaningful
learning when instructional design and teaching focuses on intrinsic motivation?
To understand the effect of motivation enhancement, eight articles were
authored using research designs based on qualitative and quantitative methods.
The dissertation proposes four tentative frameworks towards deep and meaningful
e-learning utilizing game-based motivation enhancement methods;
OpenQuest, Serious E-scape Room, the Blended Model for Deep & Meaningful
E-learning in Social Virtual Reality Environments and the Patras Blended Strategy
Model.
The results from this study can accelerate the improvement of e-learning
quality to address pressing societal and economic educational needs that affect
the future of higher education and life-long learning. Facilitating deep and meaningful
learning in online education to provide high-quality, flexible, personalized
and transformative learning for large audiences could open new educational
frontiers towards new milestones of economic growth, social progress and wellbeing.
Keywords: e-learning, distance education, deep and meaningful learning,
motivation, social virtual reality, game-based learning, open education, MOOCs
...
Publisher
Jyväskylän yliopistoISBN
978-951-39-7977-5ISSN Search the Publication Forum
2489-9003Contains publications
- Artikkeli I: Mystakidis, S., & Berki, E. (2018). The case of literacy motivation: Playful 3D immersive learning environments and problem-focused education for blended digital storytelling. International Journal of Web-Based Learning and Teaching Technologies, 13(1), 64–79. DOI: 10.4018/IJWLTT.2018010105
- Artikkeli II: Herodotou, C. & Mystakidis, S. (2015). Addressing the retention gap in MOOCs: Towards a motivational framework for MOOCs instructional design. In 16th Biennial EARLI Conference for Research on Learning and Instruction Proceedings. Limassol, 25–29 August 2015. eadtu.eu/images/publicaties/MOOCs_in_Europe_November_2015.pdf
- Artikkeli IV: Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri (2017). Designing and Implementing a Big Open Online Course by Using a 3D Virtual Immersive Environment : Lessons Learned. In Chova, L. Gómez; Martínez, A. López; Torres, I. Candel (Eds.) EDULEARN17 Proceedings. 9th International Conference on Education and New Learning Technologies, EDULEARN Proceedings. IATED Academy, 8070-8079. DOI: 10.21125/edulearn.2017.0487
- Artikkeli V: Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri (2017). Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learning. In Chova, L. Gómez; Martínez, A. López; Torres, I. Candel (Eds.) EDULEARN17 Proceedings. 9th International Conference on Education and New Learning Technologies, EDULEARN Proceedings. IATED Academy, 968-977. DOI: 10.21125/edulearn.2017.1203
- Artikkeli VI: Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri (2019). The Patras blended strategy model for deep and meaningful learning in quality life-long distance education. Electronic Journal of e-Learning, 17 (2), 66-78. DOI: 10.34190/JEL.17.2.01
- Artikkeli VII: Mystakidis, S., Berki, E., & Valtanen, J. Deep and Meaningful E-learning with Social Virtual Reality Environments in Higher Education: A Systematic Review. Submitted.
- Artikkeli VIII: Mystakidis, Stylianos; Cachafeiro, Enrique; Hatzilygeroudis, Ioannis (2019). Enter the Serious E-scape Room : A Cost-Effective Serious Game Model for Deep and Meaningful E-learning. In IISA 2019 : Proceedings of the 10th International Conference on Information, Intelligence, Systems and Applications. IEEE. DOI: 10.1109/IISA.2019.8900673
Keywords
verkko-oppiminen verkko-opiskelu verkko-opetus etäopetus etäopiskelu mielekkyys motivaatio opiskelumotivaatio sosiaalinen oppiminen virtuaalitodellisuus pelillistäminen avoimet verkkokurssit e-learning distance education deep and meaningful learning social virtual reality game-based learning open education MOOCs
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- JYU Dissertations [852]
- Väitöskirjat [3578]
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