Well-designed instructional videos are powerful tools for helping students learn and prompting students to use generative strategies while learning from videos further bolsters their effectiveness. However, little is known about how individual differences in motivational factors, such as achievement goals, relate to how students learn within multimedia environments that include instructional videos and generative strategies. Therefore, in this study, we explored how achievement goals predicted undergraduate students’ behaviors when learning with instructional videos that required students to answer practice questions between videos, as well as how those activities predicted subsequent unit exam performance one week later. Additionally, we tested the best measurement models for modeling achievement goals between traditional confirmatory factor analysis and bifactor confirmatory factor analysis. The bifactor model fit our data best and was used for all subsequent analyses. Results indicated that stronger mastery goal endorsement predicted performance on the practice questions in the multimedia learning environment, which in turn positively predicted unit exam performance. In addition, students’ time spent watching videos positively predicted practice question performance. Taken together, this research emphasizes the availing role of adaptive motivations, like mastery goals, in learning from instructional videos that prompt the use of generative learning strategies.
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Relatable and Humorous Videos Reduce Hyperarousal in Math Exams
We report on a study investigating the sympathetic and performance effects of relatable humorous videos in undergraduate math exams. We recruited 20 lower division students to test this novel form of questioning. The students took a foundational math exam that included 12 items from each of the following three categories: Abstract A, Word W, and Video V, where A featured formula-based questions and W analytic questions expressed in plain descriptive form. The V category had questions similar to the W category, but expressed in relatable humorous video form. Sympathetic arousal was measured through facial electrodermal activity (EDAf) and heart rate (HR), where the former was extracted via thermal imaging, and the latter through smartwatches. Results from both the EDAf and HR channels indicate that questions expressed in relatable humorous video form significantly curtail hyperarousal with respect to similar questions expressed in plain descriptive form. Furthermore, the study’s results suggest that exam performance is negatively affected by pre-exam anxiety, while is positively affected by generous time allotment. The said findings highlight the potential of V questions in making the math experience less stressful and more endearing to undergraduate students. Due to the importance of foundational math courses, such a change stands to bring downstream benefits to STEM education.
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- Award ID(s):
- 1760760
- PAR ID:
- 10514611
- Publisher / Repository:
- IEEE
- Date Published:
- ISBN:
- 979-8-3503-2745-8
- Page Range / eLocation ID:
- 1 to 4
- Format(s):
- Medium: X
- Location:
- Cambridge, MA, USA
- Sponsoring Org:
- National Science Foundation
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