Journal of Instructional Research · 2018 · 52 citations · 11 references
EducationEducational TechnologyHigher EducationE-learningOnline Higher EducationStudent EngagementDistance LearningEngagement In Online LearningOnline InstructionOnline LearningOnline Student EngagementStudent ReflectionGamification In LearningGamification In Online LearningLearner MotivationOnline Learning CurriculumOnline PedagogyPositive FeedbackPositive Feedback LoopsSatisfaction
academic challenges, such as those involved in the dissertation process and other elements of higher impact on task completion by augmenting the experiential elements encountered by students who are engaging in the learning process. When a task becomes mundane, it typically lacks a positive feedback loop, which results in it becoming easier for a person to put off their intended task and forget to return to the activity prior to deadline. Many online learners participate in their degree programs in the midst of highly involved personal schedules, which can lead to lapses in organization and reduced performance as a student. Many applications have promise for improving the levels of fun, engagement, motivation, and task completion in various areas of daily life. Online faculty, can integrate these applications with existing online curricula to help students bridge the gap between passive stagnation in a course and active engagement with the course material to increase their grades earned and course-wide satisfaction.
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Toward an understanding of flow in video games
Benjamin Ultan Cowley, Darryl Charles, Michaela Black et al. · Computers in entertainment · 2008 · 479 citations