I.
Introduction
Studies in the realm of individual learning have
frequently demonstrated that the most effective teaching processes are
those that rely heavily on constructive practices to motivate individuals.
Since motivation has been recognized as a crucial factor in the learning
process, it is naturally logical to apply the knowledge we have about motivation
to one of the more contemporary and most promising modes of education,
instruction via computer, or Computer-Assisted-Instruction (CAI).
Motivation
Before CAI can be discussed, one must first familiarize
himself/herself with the definition of motivation as well as several theories
on motivation. McClelland (1987) wrote that motivation is a broad and loosely
defined field, and "covers everything from detailed investigations of the
physiological mechanisms involved in animal drives to elaborate analyses
of the unconscious motives behind abnormal or symptomatic acts in a person
to factor analyses of the motives of people assign to themselves to explain
their behavior" (p.1). Ford (1992) defined the concept of motivation as
"the organized patterning of an individual's personal goals, emotions,
and personal agency beliefs (p.78).
Ideally, a student should be intrinsically motivated,
meaning that the task itself is motivating and the student feels satisfaction
from participating in the activity. However, when students are not intrinsically
motivated (indicating low levels of motivation toward the particular task),
external reinforcers may help increase the student's interest and motivation;
e.g., grades, money, etc. In the case of CAI, extrinsic motivators (external
reinforcers) can be built into the instruction to reinforce learners when
they answer correctly, demonstrate effort through persistence, etc. Reinforcement
following a particular desired behavior improves the likelihood that such
behavior will reoccur. A reinforcer is a type of extrinsic motivator that
increases the frequency of the event it ensues.
Computer-Aided Instruction (CAI)
CAI's roots go back to the 1950's when the first
computer programs were developed. CAI was primarily used as a means of
delivering instruction in place of the regular teacher, or as a drill and
practice-type of supplement to regular instruction. CAI has since developed
into much more than it was in those early years, and has been scrutinized
by educators and researchers as to its practicality and viability as an
educational tool. Research on CAI has repeatedly shown that by using CAI
in addition to regular classroom instruction, students show significantly
higher gains in academic achievement across all content areas ( Kenzie,
Sullivan, & Berdel, 1992).
According to Rasmussen and Davidson (1996), one
of the most powerful features of CAI is its capacity to individualize instruction
to meet the specific needs of the learner. Self-paced instruction, the
ability to present content in a variety of ways (i.e.: text, audio, video,
and graphics), and features such as hypertext, make CAI an effective learning
medium. The use of CAI in classrooms has increased greatly over the years.
As schools face continually growing problems with class sizes and heavier
workloads, educators are looking at CAI as a means of enhancing instruction.
However, as with any other form of instruction, CAI is not the end all
instructional tool. While many students are able to benefit from its attributes,
it is important for educators to remember that some students require other
strategies to meet their educational needs.
CAI & Motivation
Motivation has a dual role in CAI. First, the
students' levels of motivation prior to using CAI, greatly influences the
overall success of their experience. Second, CAI can be a motivator to
encourage students who have low levels of intrinsic motivation for learning
a particular subject. This paper will discuss both roles of motivation
in CAI.
Models of Motivation
One well-known motivation theory is Keller's
ARCS model (1987). Keller's model suggests strategies for stimulating the
motivation to learn. ARCS is an acronym for the four points in his model:
Attention, Relevance, Confidence and Satisfaction. Attention involves the
arousal of interest in learners, the stimulation of an attitude of inquiry
and the maintenance of attention. Relevance refers to tying instruction
to make it relevant to the students' personal interests or goals. Confidence
refers to the students' expectations for success, and Satisfaction refers
to the process or results of the learning experience. Keller (1999) has
suggested applying his ARCS model to CAI as well as to traditional learning
environments.
Another important factor in motivation and CAI
is self-determination. Deci and Ryan (1985) address the importance of self-determination
(or choice) in intrinsic motivation. More recent research suggests that
choice is an important factor in CAI as well (Kinzie, Sullivan, & Berdel,
1992; Yang & Chin, 1996).
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II. Learner
Characteristics
Learner characteristics vary from one individual
to another. No two individuals think or learn in the same way or at the
same pace. In traditional classroom instruction, some students are able
to keep up with instruction and excel academically, while other students
struggle to keep pace with those 'high-achievers'. Still other students
are unable to keep up, no matter how hard they try and may be labeled by
themselves and their peers as 'the dumb kid,' or some similar label. Sometimes
it is not the fault of the student for being unable to keep up. Often it
is the method of instruction that or lack of enrichment activities that
impede a lower-achieving students academic progress.
Self-Efficacy
With regards to motivation and achievement, how
a student feels about his/her ability to learn is directly related to what
is referred to as self-efficacy. According to Bandura (1997), self-efficacy
is an individual's perception and belief of his or her capability to organize
and execute the courses of action required to produce given attainments.
People's beliefs in the efficacy have a wide-variety of effects on what
courses of action they choose to take, how much effort the choose to exert
and how long they will persevere when confronted with obstacles.
Computer technology is changing the basic structure
of education by providing an instant interface for self-directed learning.
To individuals who have a low sense of self-efficacy, technology is intimidating.
However, to those students who are efficacious in their abilities, the
use of technology appears simple. Often it simply comes down to the previous
amount of experience that an individual has with computers and whether
or not those experiences were positive or negative. For example, one's
experience with technology, plays a significant role in the efficacy one
has towards using it in subsequent applications.
Teacher efficacy has a direct impact on the efficacy
of their students. Teacher attitudes and beliefs of their own abilities
to use computers and technology for both personal and instructional purposes,
are instrumental in how students perceive their own abilities. How confident
a teacher is in his or her own abilities will determine whether an to what
degree technology will be integrated into the curriculum. A teacher who
is more confident in his or her abilities will: a) be more likely to use
technology in the classroom, and b) will convey a greater sense of efficacy
and 'can do' to their students (Abu-Jaber & Qutami, 1998). Teacher
efficacy is also greatly influenced by the amount and availability of support
received from co-workers and administrators.
Preferences for Learning
Many learners prefer processing information primarily
through sight, and they can become frustrated with teachers who mainly
use the traditional auditory (lecture) type of instruction. Likewise, others
have strong preferences for more auditory or tactile (hands-on) types of
instruction. When used properly, computer-assisted instruction (CAI) can
enhance the learning process for learners of all types, regardless of learning
preferences.
CAI helps to increase motivation through the
use of a wide variety of software programs, which can stimulate learners'
natural curiosity with the use of video (graphics), audio, and interactive
applications. By allowing learners to work at a more individualized level
and pace as is inherent in CAI, learners experience less frustration at
being 'held back' when ready to move ahead or, as in the case of a slower
learner, frantically trying to keep up. CAI also can release teachers from
the burden of instructional delivery and grading, thereby allowing them
more one-on-one time with individuals who need their assistance.
In a group setting, CAI has proven to assist
in the levels of interaction between students and their teachers. An example
of this is in a study done by Beauvois (1995) in which a group of French
foreign language students participated in a lab-networked 'E-Talk' forum
(or class chat room). The students, while not required to speak only French
within the forum, were increasingly motivated to use only French and to
interact with each other through the use of this forum. It was found that
student motivation and self-efficacy were significantly increased through
this online dialogue with their peers and that much of the stress and anxiety
previously experienced by the students were greatly reduced through participating
in this dialogue/forum.
Conversely, in a different study done by Hayward
(1994), it was determined that students were less likely to interact with
each other during in class discussions in an environment where computers
are present but not used as a part of the class. It was also determined
that many students were intimidated by the presence of computers and thus
were less likely to interact as a result of this discomfort.
Achievement Level
Hativa (1989) conducted a study to determine
differences in attitudes according to students' aptitude, gender, grade
and S.E.S. level, found that the attitudes of very high achieving students
differed from the general population in that they liked working in a CAI
environment due primarily to the diversity of activities that were made
available to them through the CAI program. In contrast, the attitudes of
very low -achieving students varied from the general trend in that they
enjoyed CAI work much less. No significant differences were determined
between attitudes of high versus low-achieving students on the positive
feedback provided by CAI.
Socio-Economic Status
According to studies done by Hativa (1989), and
one by Attewell and Battle (1997), students from different SES backgrounds
varied on their preference from CAI work. It may be surprising to some
that those students from lower SES families appeared to enjoy CAI significantly
more than other students. This phenomenon was attributed to the positive
feedback they received and the novelty of typing versus hand-writing a
paper. Students from higher SES families and who, very likely, have access
to computers at home, are not as motivated by the use of computers so the
'novelty effect' that inspired the other students has no effect on them
as it has long since worn off.
The Role of Gender
Research in gender bias on motivation, as witnessed
through attitudes towards CAI, has produced mixed results. On one hand,
many studies suggest that female students display more anxiety, apprehension,
and avoidance of computers than male students. Other studies imply that
females are not avoiding computers, but simply have less access to computers,
both in school and at home (Kimbrough, 1999). Many other studies suggest
that there are no gender differences in attitudes or access to computers,
or that gender differences in attitudes towards computers are more likely
due to differing levels of experience (Nelson & Watson, 1991). Teh
and Fraser (1995) reported that past studies indicated that boys generally
felt more comfortable using computers than girls, and that boys monopolized
computers in CAI settings. Katz, Maitland, Hannah, Burgaf and King (1998)
confirmed Teh et al's (1995) finding, but added that there was a tendency
for women to view the computer as more useful than men. Other research
by Kimbrough (1999) revealed that higher percentages of female students
participated in on-line tutorials and with greater frequency than did male
students. This paper focuses on four main influences on the role of gender
within CAI: math, social interactions (families and schools), gender biases
in software, and the influence of age on gender differences.
Research conducted in the 1970's and 80's has
linked gender differences in motivation and CAI to math anxiety because
of the types of courses taught with computers, as well as the location
of computers within schools. In the 1970's, computer programming and math
were the only computer courses available, and the computers were placed
within the math and engineering departments. Both departments have traditionally
been male dominated (Nelson & Watson, 1991; Teh & Fraser, 1995).
Nelson and Watson (1991) found that social interactions
among children, their families, and schools can affect attitudes and motivation
of children towards technology in different ways, according to gender.
Nelson and Watson (1991) noted that children's attitudes are shaped by
interactions with their parents and others. Beginning in preschool, boys
have more exposure and encouragement by their family members (primarily
fathers) than girls to interact with computers. Furthermore, more computer
games are purchased for male children, encouraging a positive attitude
and increased motivation for boys to become involved with computers. This
pattern continues and the gender gap increases with age, as boys are more
frequently sent to computer summer camps, where they gain more experience
with computers. Other research (Nelson & Watson, 1991; Katz et al,
1999; Teh & Fraser, 1995) indicated that females are socialized to
view computers in a "soft mastery" view, and become more involved with
artistic communication skills through the computer, whereas boys are socialized
to conquer the computer and to view it as an objective mechanism. These
differences in socialization have influenced students to pursue different
activities, such as males entering into mathematical and scientific aspects
of computing and females into artistic ones. Archer's study, as cited by
Nelson & Watson (1991), revealed that parental encouragement can overcome
negative school experiences and their expectations can be the deciding
factor, which can positively motivate girls to engage in computer activities.
Although the family plays a major role in the
developing attitudes and future motivation of children towards computer
activities, teachers also influence students' attitudes and motivation
in this area. By 1988, the NEA found that only 15% of American teachers
were using CAI in their curriculum (Abu-Jaber and Quatami, 1998). This
resistance to incorporate computers into the classroom can be explained
by a lack of in-service training made available to teachers. Nelson and
Watson (1991) suggested that teacher's negative attitudes towards using
computers in instruction, is passed onto their females students.
Another contributing factor to the differences
in motivation and attitudes towards CAI is the gender bias in computer
software. Historically, males have dominated characters and story lines
in textbooks and fairy tales, and traditionally, male characters assumed
the more active, adventurous, and heroic roles. This pattern has continued
in computer games and educational software (Nelson & Watson, 1991).
Furthermore, most educational programs are focused on topics that have
traditionally been male oriented, such as science, adventure, war, and
technology. Nelson and Watson (1991) cited Biraimah's study, which found
that sixty-three percent of the characters examined in her evaluation of
software programs were male. Furthermore, males represented both a greater
variety of professions as well as more active roles than did the female
characters. These gender biases in educational software have resulted in
decreased motivation for females to participate in CAI.
Gender inequities generally become more pronounced
with age. In kindergarten age, gender gaps are not as clearly defined,
and both sexes are eager to participate in CAI (Bergin, Ford & Hess,
1993). In addition, research indicates that at this age, teachers treat
both genders equally with regard to emphasis and encouragement to participate
in computer-aided instruction. By middle school, these differences in computer
interest are more clear, as evidenced through disparities in computer self
efficacy, actual computer use, and willingness to consider computer related
careers (Bergin et al., 1993).
Further gender differences within CAI have been
observed. Hativa (1989) noted that boys like CAI work somewhat more than
girls, and that boys also like receiving more difficult exercises from
the CAI work than girls. In addition, boys are less bothered by the time
limits for solutions. In the same study, Hativa (1989) found that there
was a significant difference in preference for competition, indicating
that girls were much less likely to choose CAI, which involved competition.
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| III. Influence
of Design interface on Motivation of learners within CAI:
General Guidelines and Culture
Design interface can have a large influence on
how motivating a software program is. Aside from general guidelines and
the incorporation of motivational models such as Keller's (1987) ARCS or
Deci and Ryan's (1985) suggestions for self-determination, there are cultural
considerations. Some general guidelines for motivation in interactive multimedia
instruction include suggestions for typography, graphical images, color,
animation/audio, integration, and motivation (Heum Lee & Boling, 1999).
Some of the guidelines for typography include consistency in addressing
textual cues and signals to the learners, using upper and lower case letters,
high contrast between letters and background, etc. Other suggestions include
using simple, clear images and graphics for instructional or attention
focusing effects rather than simply for the sake of having a graphic, being
conservative with color, keeping color consistent, using animations sparingly,
and using animation that is consistent with the learning objective. Bradshaw
(2000) stated, "Good design is not context neutral-what works well for
one content area and audience does not work well for all other content
areas and audiences" (p.1). For example, while it may be considered appropriate
to use animals with human like qualities in animation or story lines in
the United States, it is not appropriate in other countries, such as Mexico.
Few CAI programs are designed to accommodate cultural views. It was suggested
by Williams-Green, Holmes, and Sherman (1998) that to do so would enhance
the meaningfulness of the learning environment. For example, in Western
countries, the orientation is toward higher levels of individuality; weak
uncertainty avoidance; small power difference; and femininity. The goal
should be to identify cultural values that will impact instructional design
decisions and apply the cultural values into the instruction (Williams-Green
et al, 1998).
Self Determination
Deci and Ryan (1985) defined self-determination
as the experience of choice, or in other words, a perceived internal locus
of causality. When self determined, one acts out of choice rather than
obligation or coercion. Similarly, there is an issue of learner and program
control within the design of software used in CAI. In general, there have
been mixed findings regarding learner and program control in CAI. Kinzie
et al. (1992) found that learner control shows higher levels of continuing
motivation among males and females. Furthermore, Kinzie et al (1992) found
that when learners missed a question, they preferred to have personal control
over whether or not to review relevant material before going on to another
review question. Program control resulted in higher performance in males,
but learner control shows non-significant advantages in performance (Kinzie
et al., 1991). Contrary to Kinzie et al.'s (1992) findings, Yang and Chin
(1996) found that groups under program control performed better on post
test, but there was not a significant difference in motivation between
the two groups. Hativa (1989) found that in CAI, students primarily dislike:
a) time limits; b) inability to edit work; c) detection of mistakes by
computers, d) lack of challenge; and e) competition with class mates that
the CAI work enforces. Similarly, Deci and Ryan (1985) found that in regular
classroom environments, deadlines significantly diminished subjects' intrinsic
motivation.
Adaptivity
Astleitner and Keller (1995) attempted to show
how theories and empirical findings of research on motivation could be
integrated in a formal model in order to both describe and predict motivation
within the framework of motivationally adaptive CAI. The authors mentioned
how most of the design considerations for motivating learners within CAI
have been based upon changing levels of difficulty only according to one
task performance or to only two dimensions (easy to difficult), and individual
learning times were not considered. In addition, animation has been used
as a motivator, but it has been used so much that it can become a de-motivator,
repeating the same kind of feedback over and over again. Other problems
have been that learning objectives are not clearly stated, which leads
to a sense of helplessness among the learners. Shortcomings within CAI
were traced back to problems in implementing motivational strategies and
failures in distinguishing different levels of adaptivity (Astleitner &
Keller, 1995). The authors continued by suggesting that in the past CAI
included gimmicks as motivators in the past, rather than specific motivational
strategies. Furthermore, when motivational strategies and tactics were
considered, they were not theoretically sound, and if they were, they were
not implemented well because of both hardware and software limitations.
Another problem identified by Astleitner & Keller (1995) was that motivational
strategies within CAI have not been adaptively implemented. In other words,
they do not adapt to the learners' needs at any particular point over an
extended period of time. Astleitner and Keller (1995) wrote:
"To develop a model of the learners' motivational
states via computer, a general theoretical framework must first be used
to enable the calculation of dynamic and interactional motivational components
in a general manner. Second, this global framework has to be specified
with differentiated motivational theories and empirical results. Finally,
the complete model must be implemented in a computer simulation for predicting
motivational states of a learner." |
IV. Conclusion
In sum, research has found that motivation is
a factor in CAI in two ways. First, students' motivation levels going into
CAI, influencing the success of the learning experience. Second, CAI can
encourage students' motivation to learn. We found two major themes that
surfaced in our review of the literature on the role of motivation in CAI:
learner characteristics and the influence of design interface. Learner
characteristics include components such as self-efficacy of both the teacher
and student, preferences for learning, and the role of gender. Design interface
includes elements such as general guidelines, cultural influences, self-determination
and adaptivity.
These findings have significant implications
for learning in several ways. First, the more efficacious the teachers
are in computer use, the more likely they are to use computers in the classroom.
The more self-efficacy the student has in computer use, the higher the
motivation to participate in CAI on both individual and group bases. Students
lower in SES showed greater motivation to learn via CAI, possibly due to
the novelty effect. In general, males tend to have greater comfort levels
with computer use, mostly due to the socialization process they experience
both at home and in school. Boys are given more exposure to computers,
and starting at an earlier age, boys are encouraged to use computers more,
and view them as an objective tool to conquer.
Knowing all of this, several conclusions can
be drawn. First of all, the goal should be to increase the self-efficacy
of teachers, and thus increase the likelihood of computer use in the classroom.
To do this, in-service training should be provided to teachers. Second,
to increase self-efficacy of students, exposure to computers should begin
at an early age, and equal encouragement should be given to both girls
and boys. Furthermore, students from a lower SES may particularly benefit
from CAI. Finally, high achieving students seem to enjoy CAI more than
low achieving students, thus may benefit more from CAI.
In general, when designing CAI, it may be helpful
to incorporate several elements into the design, including suggestions
from Keller's ARCS model. These include strategies to gain learner's attention,
such as through the use of color and graphics, make the instruction relevant
to the goals of the learners, have optimal levels of challenge, so that
they have expectations for success, and finally, make the program satisfying.
In addition, students prefer learner control to programmed control, so
the design should include opportunities for self-determination.
In general, students dislike the following elements
in CAI: a) time limits; b) inability to edit work; c) detection of mistakes
by computers; d) lack of challenge; and e) competition with classmates.
Thus, these components should be reduced from CAI, to increase students'
interest and motivation. In addition to general guideline considerations
for design interface, CAI could be more effective at motivating students
if cultural considerations were made as well. A program designed in the
United States is less likely to be as effective or motivating in a non-western
culture, if the designer does not consider differences in cultural values
and symbolisms.
Presently, computer aided instruction has many
powerful features, mainly its capacity to individualize instruction (Ross
and Schulz, 1999). However, research by Astleitner and Keller (1995) stressed
that CAI needs to be adaptive, so that the motivational strategies change
with the evolving needs of the student. Currently, CAI can act as a motivator
for students to learn, but at the same time, students' levels of motivation
influence learners' attitudes towards and success in CAI. The suggestions
made earlier may be applied to make CAI more motivating, as well as to
encourage a change in attitudes in learners, so that they are more willing
to participate in CAI.
Success in CAI would mean that students are eager
and enthusiastic to participate in CAI, and that CAI further increases
students' motivation to learn. Ideally, CAI would reach out to students
of all SES, appeal to both learners in both individual and group settings,
and be culturally responsive.
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