Angélica Aguilar López;Luis Felipe Herrera Padilla;Belinda Carrión;Elsa Aniela Méndez Reguera
{"title":"Student Learning and Motivation: What, How, and Why?","authors":"Angélica Aguilar López;Luis Felipe Herrera Padilla;Belinda Carrión;Elsa Aniela Méndez Reguera","doi":"10.1109/RITA.2023.3250511","DOIUrl":null,"url":null,"abstract":"The learning process is continuous and active, influenced by extrinsic and intrinsic factors, such as motivation. This study aimed to identify the perception of 32 students about strategies that helped them learn and engage in the classroom. The results showed that repetitive activities in the learning spaces and note-taking were perceived as the most preferred when learning, while the most motivating factors were discussion, participation, and technology platforms. The design and implementation of strategies in the classroom should occur in active environments that motivate students to learn.","PeriodicalId":38963,"journal":{"name":"Revista Iberoamericana de Tecnologias del Aprendizaje","volume":"18 1","pages":"41-47"},"PeriodicalIF":1.0000,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Iberoamericana de Tecnologias del Aprendizaje","FirstCategoryId":"1085","ListUrlMain":"https://ieeexplore.ieee.org/document/10064307/","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
The learning process is continuous and active, influenced by extrinsic and intrinsic factors, such as motivation. This study aimed to identify the perception of 32 students about strategies that helped them learn and engage in the classroom. The results showed that repetitive activities in the learning spaces and note-taking were perceived as the most preferred when learning, while the most motivating factors were discussion, participation, and technology platforms. The design and implementation of strategies in the classroom should occur in active environments that motivate students to learn.