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Rolul Emotiilor in Educatia Virtuala
Rolul Emotiilor in Educatia Virtuala
.46
.14 .10
Enjoyment 4.97 .96 .91 .64
.20
.05
Boredom 2.53 1.15 .96 .08 .23
Model summary R
2
=.37, pb.001 R
2
=.21, pb.001
Step 3
Task value .05 .16
.03
p-valueb.10.
p-valueb.05.
p-valueb.01.
p-valueb.001
Table 3
Mean, SD, IRR, and correlation analysis on the team level.
Variable Mean SD Interrater reliability
(IRR) score
Enjoyment Boredom Exam grade Second Life grade
Task value 5.92 .46 .82 .79
.64
.20 .16
Enjoyment 4.96 .61 .77 .74
.31
.06
1.04
.23
.64
Model summary R
2
=.60, pb.001 R
2
=.39, pb.001
Step 3
Task value .30
.45 .19
Enjoyment .63 .39 .53
Boredom .58 .26 .60
Model summary R
2
=.10, p=.13
Note: N=30 teams.
p-valueb.10.
p-valueb.05.
p-valueb.01.
p-valueb.001.
181 G. Noteborn et al. / Internet and Higher Education 15 (2012) 176183
Second Life grade holds. Using an academic emotion scale that
specically addresses the feelings experienced, in relation to studying
theory and applying theory, could be applied. A more nuanced
boredom scale, emphasizing on the simulation aspect, for online
courses could help to clarify this relationship. Also attention should
be paid to the evaluation of emotions experienced in relation to the
course and the weight attributed to specic course elements. In
addition, further research into emotions experienced at a team level
should provide more insights for coaching students in team level
assignments. Research should pay attention towards distinguishing
emotions experienced during the performance of technical tasks
in online learning environments and tasks related to acquiring and
applying knowledge. The theory behind task value and emotions
suggests that those two factors should interact with each other and
inuence student's achievement, further research is needed to de-
termine the relationship.
7. Conclusion
Research to date (Pekrun, 2005; Pekrun et al., 2011) points toward
the importance of emotions in online learning environments, yet does
not clearly state the source neither the inuence on achievement
(Pekrun, 2005). While prior studies in classroom settings have
demonstrated the importance of emotions for students' achievement
(Pekrun et al., 2009; Pekrun et al., 2002) this relationship was only
recently investigated in online learning environments, yet not in
virtual worlds, which are based on simulation and distinguish itself
by persistence and immediacy. The ability of virtual worlds to
immerse students in the learning activity, and through this, create
an emotional experience, was an important factor to consider in
learning (Cannon-Bowers & Bowers, 2009).
The present study analyzed the role of emotions in virtual worlds
through students' level of enjoyment and boredom and their in-
uence on students' achievement level. In addition to supporting
prior research on the importance of task value on academic
enjoyment (Artino et al., 2010; Kirschner, Strijbos, Kreijns, & Beers,
2004), the current research provides a new perspective on the
relationship between academic emotions and academic success,
particularly for virtual worlds. The study conrmed prior ndings
about the importance of task value for emotional experiences, which
subsequently inuenced students' performance and thus their level of
learning.
When referring to our results, individual enjoyment, as hypoth-
esized, had a positive inuence on the exam grade, but boredom also
had a positive impact on the Second Life grade. The present study
indicated that students may experience high levels of boredom, yet
still achieved high levels of academic performance on practical
assignments. If measuring emotions within a course, future research
should clearly make a distinction between the course as such, and
individual course elements which may contribute to achievement. In
this case, a distinction should be made between the emotions
experienced when executing the practical assignment in Second Life
in comparison to studying the theoretical aspects of the course.
Developing a new AEQ especially for online simulation assignments
could be a solution. More research is needed in this area.
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Gwen Noteborn Obtained her MSc in Strategic Marketing and MA in Conict
Management and works as a Researcher at the Department of Educational Research
and Development at Maastricht University. Her research focuses on the effectiveness of
online tools in education. Gwen has been teaching the course Brand Management for
three consecutive years and is responsible for the implementation of Second Life
within the course Brand Management. For her work in the Brand Management course
she received the educational Prize for an outstanding contribution to education.
Katerina Bohle Carbonell Obtained her MSc in Management of Learning at Maastricht
University and is a researcher at the Educational Research and Development at
Maastricht University. Katerina developed her passion on online learning when writing
her Master Thesis in this eld and is now a PhD candidate at the Education Department
of the Faculty of Health, Medicine and Life Sciences at Maastricht University.
Dr. Amber Dailey-Hebert Is a post-doc researcher in the department of Educational
Research and Development, Maastricht University School of Business and Economics
(the Netherlands). She received her Ph.D. in Education from Cornell University,
investigating how instructor practice informs student learning outcomes. She has also
served as an online course developer, instructor, and mentor for online course
facilitation and instruction, is the Associate Editor of InSight: A Journal of Scholarly
Teaching, and chairs the Research Committee for the Association of Continuing and
Higher Education. Dailey-Hebert has been published on topics related to leading
organizational change, faculty evaluation models online, and faculty professionaliza-
tion, and is currently conducting research in integrative eLearning andragogies and
higher education. She has served as the Associate Dean of the School for Online
Learning, Adult Education Department Chair and Program Coordinator, and as the
Founding Director of the Center for Excellence in Teaching and Learning. Dr. Dailey-
Hebert was honored as the Ebadi Scholar of the Year in 2007 and as the Outstanding
Graduate Faculty member at Park University, has been recognized nationally with the
Outstanding Innovation Recognition Award from the Professional and Organizational
Development Network in Higher Education, and published the book Service-
eLearning: Educating for Citizenship in 2008.
Wim Gijselaers Is a professor in the eld of professional learning and head of the
department of Educational Research and Development (ERD), Maastricht University,
the Netherlands. His research addresses effects of social and cognitive processes on
professional development. Next, he researches how student learning can be improved
through course and program innovation. His current research projects deal with how
visualization tools can guide engineering teams in new product development, how
talented people can become experts in a professional domain, and how drop-out in
professional education can be reduced through curriculum interventions. He is chief-
editor of the Springer book series Innovation and Change in Professional Education
and associate editor of the Springer book series Advances in Business Education and
Technology. His work has been published in many international refereed journals and
edited volumes.
183 G. Noteborn et al. / Internet and Higher Education 15 (2012) 176183