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Teaching models
13 August 2004 I Marjaana Veermans & Anna Tapola
How does one use ICT to motivate students?
Motivation and interest play important roles in students’ learning. It is common to say that students are interested in using ICT; they found it more pleasant, more appealing, and more motivating to study with computers than with traditional means. It is important to notice that this feeling of “nicer”, more motivating or more interesting is an effect of the encounter with new ways of learning. Some years ago computers were new for students, and still today they are not used every day (or even weekly) in schools.
It is important to note that to get the students use ICT in an enthusiastic way is not a value in itself, but ICT should be used as a tool to fulfill higher-level learning goals (e.g., inquiry learning). Therefore, it is important for investigators to consider what types of work students are to be motivated to do with ICT. The reviewed studies included four articles that focussed on the general use of computers as integrated in the curriculum in longitudinal manner.
In these studies it was found that the improvement of quality and functionality of computer tools (e.g., interfaces & usefulness) during the last decade may influence the interest and value of computers among students in a school setting. Thus, as students become more familiar with computers, the potential for educational use becomes more profound for students. Pleasure and variety can keep students engaged and motivated. Further, since students work happily and will less easily lose motivation, the teacher have more time to help individuals. If ICT is carefully planned and pedagogically implemented, it can support relationships and motivation that in turn support long-lasting engagement and learning. ICT can be compelling, but only quality of curriculum programs in which the technology is implemented makes the real difference to students’ attitudes, motivation, and performance.
Two of the reviewed studies were exploring some specific technological tools, Palmtops and Videogames. A general result from these two studies was that students enjoyed the projects and were highly motivated even at the end of the implementation period. The tools contributed to some learning gains, and the students increased their attention and concentration. The students intensified their own interests in learning and school itself. Palmtops brought "ownership," and that increased motivation, and offered opportunities for active, independent learning.
To conclude, there is evidence, from research, that the added value of the technology can increase—and in particular, maintain-- students’ interest in and motivation for learning, but only if it is implemented in a pedagogically meaningful way. This is especially true now that students are more familiar with computers; the novelty effect is gone.
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Keywords: educational innovation, educational research, educational technologies, motivation
Last changed: Monday, 01 August 2005
Keywords: educational innovation, educational research, educational technologies, motivation
Last changed: Monday, 01 August 2005