The Effects of Student-Perceived Instructor Demotivating Behaviors on Doctoral Students' Information Seeking Behaviors (open access)

The Effects of Student-Perceived Instructor Demotivating Behaviors on Doctoral Students' Information Seeking Behaviors

In their studies on student motivation in th4e 1990s, Gorham & Christophel and Christophel & Gorham found that students perceived their own demotivation to be caused by instructor behaviors. While there are studies that explore the topic of student demotivation and other studies that illustrate the great influence instructors have on student information seeking behaviors, research focusing on the connection between these two concepts is almost nonexistent. Using Gorham & Christophel's concept of instructor-owned student demotivation, this mixed-methods study sought to identify which instructor behaviors doctoral computer science and information science students found demotivating and to what extent their perceptions of these demotivating instructor behaviors influenced their information seeking behaviors in a face-to-face classroom. Demographic and student-perceived demotivating instructor behavior surveys along with semi-structured interviews and follow-up questions were used to collect data. The surveys will be analyzed using descriptive statistics in Excel, and the semi-structured interviews and follow up questions were analyzed using content analysis and Colaizzi's method of phenomenological enquiry in NVivo. The findings showed that instructor demotivating behaviors not only influence student information seeking behaviors in the classroom, but they also can lead to lasting effects on the student. In addition, the participants have expectations of instructor …
Date: December 2016
Creator: Cantu, Brenda Ann
System: The UNT Digital Library
A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling (open access)

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and …
Date: May 2016
Creator: Wakefield, Jenny S.
System: The UNT Digital Library