Positive Reinforcements in e-Learning

This project is a study on the effect on motivation when adding positive reinforcements, in the form of audiovisual rewards, to an e-learning application. Two e-learning applications (designed to teach Japanese Kanji) were created; one experimental version with audiovisual rewards (to act as positiv...

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Main Author: Eriksson, Dan
Format: Others
Language:English
Published: Högskolan i Skövde, Institutionen för kommunikation och information 2010
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4076
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spelling ndltd-UPSALLA1-oai-DiVA.org-his-40762013-01-08T13:49:19ZPositive Reinforcements in e-LearningengEriksson, DanHögskolan i Skövde, Institutionen för kommunikation och information2010Motivationpositive reinforcementsgame developmentgame designe-learningkanjiThis project is a study on the effect on motivation when adding positive reinforcements, in the form of audiovisual rewards, to an e-learning application. Two e-learning applications (designed to teach Japanese Kanji) were created; one experimental version with audiovisual rewards (to act as positive reinforcements) and one control version without. Two groups of test subjects were gathered, one using the control version, the other using the experimental version. Using questionnaires their experiences and progress were measured, compared and analyzed. The study indicated that the experimental group learned slightly more than the control group, but that there were no difference in overall motivation between the groups. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4076application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Motivation
positive reinforcements
game development
game design
e-learning
kanji
spellingShingle Motivation
positive reinforcements
game development
game design
e-learning
kanji
Eriksson, Dan
Positive Reinforcements in e-Learning
description This project is a study on the effect on motivation when adding positive reinforcements, in the form of audiovisual rewards, to an e-learning application. Two e-learning applications (designed to teach Japanese Kanji) were created; one experimental version with audiovisual rewards (to act as positive reinforcements) and one control version without. Two groups of test subjects were gathered, one using the control version, the other using the experimental version. Using questionnaires their experiences and progress were measured, compared and analyzed. The study indicated that the experimental group learned slightly more than the control group, but that there were no difference in overall motivation between the groups.
author Eriksson, Dan
author_facet Eriksson, Dan
author_sort Eriksson, Dan
title Positive Reinforcements in e-Learning
title_short Positive Reinforcements in e-Learning
title_full Positive Reinforcements in e-Learning
title_fullStr Positive Reinforcements in e-Learning
title_full_unstemmed Positive Reinforcements in e-Learning
title_sort positive reinforcements in e-learning
publisher Högskolan i Skövde, Institutionen för kommunikation och information
publishDate 2010
url http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4076
work_keys_str_mv AT erikssondan positivereinforcementsinelearning
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