38 research outputs found
An approach to engaging students in a large-enrollment, introductory STEM college course
While it clear that engagement between students and instructors positively affects learning outcomes, a number of factors make such engagement difficult to achieve in large-enrollment introductory courses. This has led to pessimism among some education professionals regarding the degree of engagement possible in these courses. In this paper we challenge this pessimistic outlook through a case study involving a large-enrollment introductory, general education, STEM college course. Several pedagogical approaches related to social constructivist theory offer possibilities for increasing student engagement in the learning process, but they may be difficult to implement, particularly in environments yielding little or no reward for classroom innovation. Here, we present an approach to developing an engaging learning environment by hybridizing aspects from a range of pedagogical approaches varying from the didactic (e.g. traditional lecture) to the more constructivist (e.g. peer instruction, project-based learning). We describe the course in question and our pedagogical approach, provide evidence for its effectiveness, and discuss contextual factors affecting the development of our approach and its adoption to other subjects and institutions. We also discuss important remaining challenges regarding the adoption of our approach and similar practices
Consumer-Based Leisure Constraint for Online Gaming
[[abstract]]The purpose of this study is to develop a multidimensional measure of consumer-based leisure constraint for online game play and to assess its psychometric properties. An empirical model of player constraint in online games provides the foundation to understanding and assessing how players differ from one another (such as high gamers/low gamers and high gamers/non-gamers) and how constraints on play relate to frequency of use. In the current study, an exploratory factor analysis was used to extract the common factors, and confirmatory factor analysis was used to create an empirical model of players' perception of constraint and to reveal its underlying structure. The analysis revealed six dimensions of constraint. The relationship between perception of constraint and frequency of use is also presented.[[notice]]補正完畢[[incitationindex]]SSCI[[booktype]]電子版[[booktype]]紙
The Effects Of Repeated Exposure Of Meaningful Stimuli On Attitude Formation And Change.
PhDSocial psychologyUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/186534/2/7115323.pd
When sparks fly: harnessing the power of group creativity
Creativity and innovation are evergreen topics. Particularly in today's tough marketplace, companies in every industry are looking for ways to harness creativity and innovation to spur growth and enhance competitiveness. This book differs from many books on creativity in that its focus is on how to manage a group, rather than individual creativity. It refutes much conventional wisdom about where creativity comes from, particularly that creativity does not stem from the random genius of individuals. The authors reveal specific group configurations and strategies that can unleash the collective creativity of any team or group
