Computers & Education, Год журнала: 2010, Номер 56(2), С. 505 - 514
Опубликована: Окт. 2, 2010
Язык: Английский
Computers & Education, Год журнала: 2010, Номер 56(2), С. 505 - 514
Опубликована: Окт. 2, 2010
Язык: Английский
International Journal of Entrepreneurial Behaviour & Research, Год журнала: 2010, Номер 16(1), С. 35 - 57
Опубликована: Фев. 2, 2010
Purpose The purpose of this paper is to test the ability Ajzen's Theory Planned Behavior predict entrepreneurial intent in 12 countries representing all ten global regional clusters as identified GLOBE project. Design/methodology/approach model was operationalized address and a questionnaire developed consisting previously used scales, well new measure autonomy. A total 1,748 usable questionnaires were collected from university business students countries. Findings results suggest that planned behavior, study, does successfully each study countries, although foreseen by Ajzen, significant contributing elements differ country percent variance explained model, one element, social norms, predictor country. Originality/value This first provide insight role cognition process examining behavior culture clusters. also provides guidance for future research individual development entrepreneurs.
Язык: Английский
Процитировано
556Journal of the Learning Sciences, Год журнала: 2008, Номер 17(1), С. 102 - 141
Опубликована: Фев. 15, 2008
Abstract This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with goal improving learning in digital environments. We first describe technology theories behind then report data from 4 empirical studies. In Experiment 1, we demonstrated that teachers augmented perception (i.e., receiving visual warnings alerting them students not enough teacher eye gaze) were able spread their attention more equally among than without perception. Experiments 2 3, by breaking rules spatial proximity exist physical space, can learn being center teacher's field view (compared periphery) closer farther away). 4, inserting co-learners who either model or distracting changed abilities experiment participants conformed co-learners. Results suggest will have a unique ability alter dynamics transformed interaction. would like thank Roy Pea, Byron Reeves, Stanford LIFE lab for helpful suggestions Sandra Okita Dan Schwartz as well detailed comments on an earlier draft this article. work was supported part National Science Foundation Grant 0527377. Notes
Язык: Английский
Процитировано
531Education + Training, Год журнала: 2011, Номер 53(5), С. 353 - 370
Опубликована: Июнь 28, 2011
Purpose This study proposes to use the Theory of Planned Behaviour predict entrepreneurial intentions among students in five developing and nine developed countries. The purpose is investigate whether intention its antecedents differ between countries, test theory two groups Design/methodology/approach A total 2,225 13 countries participated this by responding a structured questionnaire classrooms. Structural equation modelling was used analyse data. Findings findings indicate that respondents from have stronger than those Moreover, also score higher on theory's – attitudes, subjective norms, perceived behavioural control support both Research limitations/implications strongly Behaviour. measure norms used, multiple‐item index encompassing views other people motivation comply with these, seems advantages over measures concept. Practical implications Developing need focus development institutions can efforts. At same time, economies may accept are dependent dynamism an economic environment possibly risk‐perceiving behaviours. Originality/value While multiple‐country studies entrepreneurship been called for, no previous has compared inclusion provides unique quasi‐experimental setting which theory.
Язык: Английский
Процитировано
450International Journal of Artificial Intelligence in Education, Год журнала: 2015, Номер 26(1), С. 160 - 169
Опубликована: Июль 7, 2015
Язык: Английский
Процитировано
384Computers in Human Behavior, Год журнала: 2018, Номер 90, С. 315 - 330
Опубликована: Авг. 27, 2018
Язык: Английский
Процитировано
343Опубликована: Янв. 1, 2007
Given the greater exposure of children to computer technologies, it is imperative that they be designed taking into account children's abilities, interests, and developmental needs. Interaction Design Children aims contribute towards this goal through a survey research on cognitive motor development, safety issues related technologies design methodologies principles. It also provides an overview current trends in field interaction identifies challenges for future research. young field, but has strong foundations build on. Decades work child development provide starting point. Research skills can guide low-level interactions. An awareness risks may pose warning signs areas stay away from. Following empirically based guidelines ease way. But many remain valuable tool those who want become familiar with as well looking get up date children.
Язык: Английский
Процитировано
203Journal of Computer Assisted Learning, Год журнала: 2007, Номер 23(3), С. 220 - 234
Опубликована: Янв. 12, 2007
Abstract The potential of emotional interaction between human and computer has recently interested researchers in human–computer interaction. instructional impact this learning environments not been established, however. This study examined the emotion gender a pedagogical agent as companion (PAL) on social judgements, interest, self‐efficacy, learning. Two experiments investigated separately effects PAL's expression empathetic response. Experiment 1 focused (positive vs. negative neutral) (male female) with sample 142 male female college students literacy course. 2 response (responsive non‐responsive) 56 pre‐service teachers. Overall, results yielded main PAL dependent variables. In particular, had positive learner interest self‐efficacy; recall. findings imply that digital could be utilized to optimize students' motivation
Язык: Английский
Процитировано
202Performance Improvement Quarterly, Год журнала: 2008, Номер 20(3-4), С. 7 - 25
Опубликована: Янв. 1, 2008
The purpose of this paper is to examine the construct self-efficacy in context online learning environments. Self-efficacy defined as “beliefs one's capabilities organize and execute courses action required produce given attainments” (Bandura, 1997, p. 3). Traditionally, four main sources development are enactive master experiences, vicarious verbal persuasion, physiological affective state 1997). In paper, introduced general. Research related academic environments reviewed. study new relative self-efficacy. on use computers instructional situations has been included broaden literature base. beliefs highlighted well assessment issues. Possible areas research suggested, including pedagogical agents, persuasive feedback, assessment.
Язык: Английский
Процитировано
199Computers in Human Behavior, Год журнала: 2008, Номер 25(2), С. 450 - 457
Опубликована: Дек. 5, 2008
Язык: Английский
Процитировано
172Journal of Computer Assisted Learning, Год журнала: 2018, Номер 35(3), С. 349 - 358
Опубликована: Ноя. 29, 2018
Abstract The main objective of this study is to determine whether boys and girls learn better when the characteristics pedagogical agent are matched gender learner while learning in immersive virtual reality (VR). Sixty‐six middle school students (33 females) were randomly assigned about laboratory safety with one two agents: Marie or a drone, who we predicted serve as role models for females males, respectively. results indicated that there significant interactions dependent variables performance during learning, retention, transfer, performing ( d = 0.98, 0.67, 1.03; performance, respectively) drone −0.41, −0.45, −0.23, respectively). suggest gender‐specific design agents may play an important VR environments.
Язык: Английский
Процитировано
149