AI-generated characters for supporting personalized learning and well-being

P Pataranutaporn, V Danry, J Leong… - Nature Machine …, 2021 - nature.com
Advancements in machine learning have recently enabled the hyper-realistic synthesis of
prose, images, audio and video data, in what is referred to as artificial intelligence (AI) …

[HTML][HTML] Digital workplace and organization performance: Moderating role of digital leadership capability

S Chatterjee, R Chaudhuri, D Vrontis… - Journal of Innovation & …, 2023 - Elsevier
Since the onset of the COVID-19 pandemic, many organizations have permitted their
employees to work from anywhere, giving rise to the phenomenon of the digital workplace …

[HTML][HTML] Do learners share the same perceived learning outcomes in MOOCs? Identifying the role of motivation, perceived learning support, learning engagement, and …

X Wei, N Saab, W Admiraal - The Internet and Higher Education, 2023 - Elsevier
The aim of this study was to examine how motivation, perceived learning support, learning
engagement, and self-regulated learning strategies relate to learners' perceived learning …

Students' motivation and engagement in higher education: The importance of attitude to online learning

J Ferrer, A Ringer, K Saville, MA Parris, K Kashi - Higher Education, 2022 - Springer
The emergence of online environments has changed the landscape of educational learning.
Some students thrive in this learning environment, but others become amotivated and …

Self-determination theory applied to physical education: A systematic review and meta-analysis.

D Vasconcellos, PD Parker, T Hilland… - Journal of …, 2020 - psycnet.apa.org
In this review we examine the evidence regarding self-determination theory within the
school physical education context. We applied a multilevel structural equation modeling …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

The relationships between school belonging and students' motivational, social-emotional, behavioural, and academic outcomes in secondary education: A meta …

H Korpershoek, ET Canrinus… - Research papers in …, 2020 - Taylor & Francis
This meta-analytic review examines the relationships between students' sense of school
belonging and students' motivational, social-emotional, behavioural, and academic …

[HTML][HTML] Student misbehavior and teacher well-being: Testing the mediating role of the teacher-student relationship

K Aldrup, U Klusmann, O Lüdtke, R Göllner… - Learning and …, 2018 - Elsevier
Asked about major job stressors, teachers consistently name classroom disturbances or
disciplinary problems. Furthermore, student misbehavior has been linked to reduced …

A structural equation modeling investigation of the emotional value of immersive virtual reality in education

G Makransky, L Lilleholt - Educational Technology Research and …, 2018 - Springer
Virtual reality (VR) is projected to play an important role in education by increasing student
engagement and motivation. However, little is known about the impact and utility of …

Through the eyes of students

V Tinto - Journal of college student retention: Research …, 2017 - journals.sagepub.com
For years, our prevailing view of student retention has been shaped by theories that view
student retention through the lens of institutional action and ask what institutions can do to …