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1Challenge the future
INVESTIGATING RELATIONSHIP BETWEEN SELF- AND CO-
REGULATORY LEARNING PROCESSES IN A WORKPLACE E-
LEARNING SYSTEM
Ebrahim Rahimi, Sebastiaan Tampinongkol, Mohammad Sedighi, Ser van Nuland,
Jan Van den Berg, Wim Veen
Presented in EDEN 2014 Conference, Zagreb
2Challenge the future
The organizational’ s objectives of the CCC division of the Achmea Company
Customer satisfactionAverage call handling time
Sale targets
3Challenge the future
A Design-Based Research
Analysis of
Practical Problems
by Researchers and
Practitioners in
Collaboration
Development of
Solutions Informed
by Existing Design
Principles and
Technological
Innovations
Evaluation and
Testing of
Solutions in
Practice
Documentation
and Reflection to
Produce
" Design principles"
Refinement of Problems, Solutions, Methods and Design Principles
Four phases of design-based research methodology (Reeves, 2006)
4Challenge the future
The slowness of
insurance information
updating process
Information factors Technological factors
Human factors Organizational factors
Analysis of Practical
Problems by Researchers
and Practitioners in
Collaboration
5Challenge the future
Development of Solutions
Informed by Existing
Design Principles and
Technological Innovations
Organizaton's objectives
Design of the
eLearning system
-Flexible delivery
-Providing choices
-Game-based social
learning
-Bite-size content
-Process-based
Assessment &
Reflection mechanism
Principles of adult learning
Contextual requirements Theories in use
Independence
Support
Capability
6Challenge the future
Learning score visulizer:
Total scores for :
-Insurance industry
-Financial/procedural information
-Skills
-Organizational culture
Categorized content items
Very current content item (most score)
Medium current content item (Medium
score)
Almost outdated content item
(Minimum score)
Start duel-learning gameBrain snack
Poll question
Brain breaker
Duel-learning game
Interface of PowerApp
7Challenge the future
(c) Brain breaker (d) Duel-learning game(a) Brain snack (b) Poll question
Samples of PowerApp’s content
8Challenge the future
Evaluation and
Testing of
Solutions in
Practice
Research Question: Is there a correlation between self- and co-regulatory
learning behaviours of learners in PowerApp?
Research Setup/participants: 177 users accessed and used PowerApp within
45 days
Research Instrument: Analyzing PowerApp data logs
9Challenge the future
Time management
Diversity of chosen content
categories
Individual activeness
Metrics to measure self-
regulatory learning behaviour
(adopted from Barnard, Paton, &
Lan, 2008)
Initiating a duel-learning game
Continuing/canceling a duel-learning game
Accepting a duel-learning game invitation
Metrics to measure co-
regulatory learning behaviour
Analyzing PowerApp’s data logs
10Challenge the future
Results
11Challenge the future
The structure of the duel game network between participants
12Challenge the future
The pattern of interactions between different teams resulted from playing duel-learning games
13Challenge the future
Variables Statistics
Timemanagementindex
10.542
(1.245)∗∗∗
7.226
(1.517)∗∗∗
6.857
(1.515)∗∗∗
IndividualActiveness 0.176
(0.049)∗∗∗
0.129
(0.054)∗∗
Diversityofchosencontent 2.856
(1.413)∗∗
Adjusted 𝑹𝟐 0.285 0.331 0.343
Constant −4.575∗
−4.330∗
−9.467∗∗
F 36.067∗∗∗
29.996∗∗∗
22.920∗∗∗
Noofobservations 177
The dependent variable is Co-regulatory factor.
Standard errors are reported in parentheses.
*, **, *** indicates significance at the 90%, 95%, and 99% level, respectively.
The results of Linear regression analysis
14Challenge the future
Documentation
and Reflection to
Produce
" Design principles"
Design criteria/principles:
• Defining more social learning activities and scenarios to improve both individual- and co-regulatory
learning process.
• Feeding both individual- and social-based learning activities with similar types of content in order to
make a close link between these processes.
• Allowing the learners to observe other learners learning choices, objectives, and activities.
• Supporting motivational aspects of regulation process by introducing more extrinsic( gaming
elements ) and intrinsic elements (i.e. curiosity-based learning).
• Increasing the usability of e-learning system through generating context-based and relevant
content.
• Designing and implementing learning analytic module to assist learners to get a clear picture of
their learning process and pattern.
• Allowing more knowledgeable learners to participate in developing and evaluating content items.
15Challenge the future
Ebrahim Rahimi
Twitter: @esk_rahimi
Linkedin:ebrahimrahimi
ResearchGate:Ebrahim_Rahimi2
Slideshare:ebrahim1354
Blog:ebrahimrahimi.wordpress.com

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Eden presentation ver 2

  • 1. 1Challenge the future INVESTIGATING RELATIONSHIP BETWEEN SELF- AND CO- REGULATORY LEARNING PROCESSES IN A WORKPLACE E- LEARNING SYSTEM Ebrahim Rahimi, Sebastiaan Tampinongkol, Mohammad Sedighi, Ser van Nuland, Jan Van den Berg, Wim Veen Presented in EDEN 2014 Conference, Zagreb
  • 2. 2Challenge the future The organizational’ s objectives of the CCC division of the Achmea Company Customer satisfactionAverage call handling time Sale targets
  • 3. 3Challenge the future A Design-Based Research Analysis of Practical Problems by Researchers and Practitioners in Collaboration Development of Solutions Informed by Existing Design Principles and Technological Innovations Evaluation and Testing of Solutions in Practice Documentation and Reflection to Produce " Design principles" Refinement of Problems, Solutions, Methods and Design Principles Four phases of design-based research methodology (Reeves, 2006)
  • 4. 4Challenge the future The slowness of insurance information updating process Information factors Technological factors Human factors Organizational factors Analysis of Practical Problems by Researchers and Practitioners in Collaboration
  • 5. 5Challenge the future Development of Solutions Informed by Existing Design Principles and Technological Innovations Organizaton's objectives Design of the eLearning system -Flexible delivery -Providing choices -Game-based social learning -Bite-size content -Process-based Assessment & Reflection mechanism Principles of adult learning Contextual requirements Theories in use Independence Support Capability
  • 6. 6Challenge the future Learning score visulizer: Total scores for : -Insurance industry -Financial/procedural information -Skills -Organizational culture Categorized content items Very current content item (most score) Medium current content item (Medium score) Almost outdated content item (Minimum score) Start duel-learning gameBrain snack Poll question Brain breaker Duel-learning game Interface of PowerApp
  • 7. 7Challenge the future (c) Brain breaker (d) Duel-learning game(a) Brain snack (b) Poll question Samples of PowerApp’s content
  • 8. 8Challenge the future Evaluation and Testing of Solutions in Practice Research Question: Is there a correlation between self- and co-regulatory learning behaviours of learners in PowerApp? Research Setup/participants: 177 users accessed and used PowerApp within 45 days Research Instrument: Analyzing PowerApp data logs
  • 9. 9Challenge the future Time management Diversity of chosen content categories Individual activeness Metrics to measure self- regulatory learning behaviour (adopted from Barnard, Paton, & Lan, 2008) Initiating a duel-learning game Continuing/canceling a duel-learning game Accepting a duel-learning game invitation Metrics to measure co- regulatory learning behaviour Analyzing PowerApp’s data logs
  • 11. 11Challenge the future The structure of the duel game network between participants
  • 12. 12Challenge the future The pattern of interactions between different teams resulted from playing duel-learning games
  • 13. 13Challenge the future Variables Statistics Timemanagementindex 10.542 (1.245)∗∗∗ 7.226 (1.517)∗∗∗ 6.857 (1.515)∗∗∗ IndividualActiveness 0.176 (0.049)∗∗∗ 0.129 (0.054)∗∗ Diversityofchosencontent 2.856 (1.413)∗∗ Adjusted 𝑹𝟐 0.285 0.331 0.343 Constant −4.575∗ −4.330∗ −9.467∗∗ F 36.067∗∗∗ 29.996∗∗∗ 22.920∗∗∗ Noofobservations 177 The dependent variable is Co-regulatory factor. Standard errors are reported in parentheses. *, **, *** indicates significance at the 90%, 95%, and 99% level, respectively. The results of Linear regression analysis
  • 14. 14Challenge the future Documentation and Reflection to Produce " Design principles" Design criteria/principles: • Defining more social learning activities and scenarios to improve both individual- and co-regulatory learning process. • Feeding both individual- and social-based learning activities with similar types of content in order to make a close link between these processes. • Allowing the learners to observe other learners learning choices, objectives, and activities. • Supporting motivational aspects of regulation process by introducing more extrinsic( gaming elements ) and intrinsic elements (i.e. curiosity-based learning). • Increasing the usability of e-learning system through generating context-based and relevant content. • Designing and implementing learning analytic module to assist learners to get a clear picture of their learning process and pattern. • Allowing more knowledgeable learners to participate in developing and evaluating content items.
  • 15. 15Challenge the future Ebrahim Rahimi Twitter: @esk_rahimi Linkedin:ebrahimrahimi ResearchGate:Ebrahim_Rahimi2 Slideshare:ebrahim1354 Blog:ebrahimrahimi.wordpress.com

Hinweis der Redaktion

  1. Time index: Refers to the number of days a user accessed PowerApp to do individual-based learning activities and aims to measure time management aspect of the self-regulatory process followed by the user in using PowerApp. Diversity of chosen content categories Refers to the number of different content categories a user read or answered during performing individual-based learning activities aims to measure goal setting aspect of the self-regulatory process followed by the user in using PowerApp. Individual activeness: Refers to the number of individual learning activities accomplished by a user in PowerApp consist of different learning functions (i.e. brain breaker, poll question, and brain snack) and assessing her knowledge by answering brain choices and brain selects. Co-regulation metric- PowerApp mainly has capitalized on duel-learning games to support and foster co-regulatory learning process among the users. In order to measure the level of co-regulation performed by a user in PowerApp, first we identified the number of duel-learning games initiated, accepted and continued by a user as an initial index. Then, as during each duel-learning game the user answers to five questions, we multiplied this index by five to calculate the co-regulation metric for the user.
  2. Next, we used regression analysis to investigate the impact of self-regulatory factors on co-regulatory factor as the dependent variable. Linear regression estimates the coefficients of the linear equation by involving one or more independent variables that best predict the value of the dependent variable. We used stepwise regression model to determine a significant model. Table 3 shows the results of ordinary least square regression provided by stepwise regression model with co-regulation index as the dependent variable and time management index, individual activeness, diversity of chosen content and working experience as the independent variables.