Influence of Motivation and Learning, Peer Environment Socio-Economic and Status of Interest to Continue Study of Higher Education

2019 ◽  
Author(s):  
Ardhy Rifaldy Idris ◽  
Osly Usman
2018 ◽  
Author(s):  
Umar Sako

Competition of the world of education, especially universities at this time sorapidly for public and private universities. This study aims to determine the preferenceof prospective students and students in selecting universities in Gorontalo Province.This research uses a quantitative approach by conducting a survey to a number ofprospective students who enroll in a number of universities or universities inGorontalo. The results of research show the most considered factors by respondents(students and students) in choosing a college to continue study is the choice of studyprogram, preferences in choosing a college is the reputation of a college and theencouragement of parents. Costs are no longer the most calculated factor in theselection of universities.


2020 ◽  
Vol 17 (2) ◽  
pp. 996-1003
Author(s):  
Pratiwi Kartika Sari ◽  
Basuki Wibawa ◽  
Nurdin Ibrahim

One of approaches to increase learning motivation is by using gamification in education. The framework of gamification implementation is MDA (Mechanic, Dynamic, and Aesthetic). Now days, gamification is used more frequently in higher education. Therefore, it is necessary to investigate any MDA components that able to increase learning motivation and learning outcomes. By knowing the trends in the implementation of gamification components that can increase learning motivation and outcomes, then gamification designer can have a basic foundation in the application of gamification in higher education. Furthermore, this study also investigates the application of counterproductive MDA components related to learning motivation and learning outcomes. This study involved gami- fication research at higher education conducted from 2015 to 2018.


2015 ◽  
Vol 14 (3) ◽  
pp. ar26 ◽  
Author(s):  
E. A. van Vliet ◽  
J. C. Winnips ◽  
N. Brouwer

In flipped-class pedagogy, students prepare themselves at home before lectures, often by watching short video clips of the course contents. The aim of this study was to investigate the effects of flipped classes on motivation and learning strategies in higher education using a controlled, pre- and posttest approach. The same students were followed in a traditional course and in a course in which flipped classes were substituted for part of the traditional lectures. On the basis of the validated Motivated Strategies for Learning Questionnaire (MSLQ), we found that flipped-class pedagogy enhanced the MSLQ components critical thinking, task value, and peer learning. However, the effects of flipped classes were not long-lasting. We therefore propose repeated use of flipped classes in a curriculum to make effects on metacognition and collaborative-learning strategies sustainable.


2019 ◽  
Vol 56 (4) ◽  
pp. 412-422 ◽  
Author(s):  
David Hortigüela-Alcalá ◽  
José Sánchez-Santamaría ◽  
Ángel Pérez-Pueyo ◽  
Víctor Abella-García

Jurnal Ecogen ◽  
2018 ◽  
Vol 1 (4) ◽  
pp. 140
Author(s):  
Rahmat Ramadhan ◽  
Marwan Usman ◽  
Armiati Armiati

This study aims to determine the Effect of Socioeconomic Status of Parents Against Learning Motivation, Influence Motivation Learning Interest Continue Study to Higher Education and Influence of Parents' Socioeconomic Status on Interest Continue Study to Higher Education.                The population in this study is the students of class XII SMK National Padang Academic Year 2017/2018 amounted to 77 students. Intruments in this study used questionnaires. Trial of research instrument with validity test and reliability test conducted on 30 students at SMK Nusatama Padang. Data analysis technique used is path analysis technique using SPSS ver program. 16.0.                The results of this study show: First there is a positive influence and significant socioeconomic status of parents to the motivation of students learning class XII SMK National Padang Year 2017/2018, meaning the higher the level of socioeconomic status of parents then the student learning motivation also increases. Second there is a positive and significant influence on the socio-economic status of parents on the interest to continue studies to college students of class XII SMK Padang National Academic Year 2017/2018, it can be interpreted that the higher socioeconomic status of parents will increase the interest of students of SMK Nasional Padang to continue education to university Thirdly there is a positive and significant influence of learning motivation toward the interest of continuing study to college students of class XII SMK National Padang Year 2017/2018 which shows that the higher the students' learning motivation, the higher the interest of students of SMK Nasional Padang to continuing education to college. Keywords: socioeconomic status of parents, motivation to study and interest in continuing study to public universities


2020 ◽  
Vol 28 (1) ◽  
pp. 40
Author(s):  
Nadia Azzouz Boudadi ◽  
Mar Gutiérrez-Colón

<h4>This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68  papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes. </h4>


Sign in / Sign up

Export Citation Format

Share Document