{"title":"The effect of learner-generated digital materials on learners’ deep learning approach and self-efficacy","authors":"E. Alwafi","doi":"10.20448/jeelr.v10i3.4755","DOIUrl":null,"url":null,"abstract":"This study aimed to explore the effect of learner-generated digital materials on students’ deep learning approach and self-efficacy. A quasi-experimental design that involves a pre-test, a post-test, a control group and an experiment group was used in this study which involved 51 students (25 students participated in the control group and 26 students participated in the experiment group). A questionnaire was used to measure students’ deep learning approach and self-efficacy. The study found that students in the experimental group improved their deep learning approach and self-efficacy more than students in the control group. Learner-generated digital materials can enhance students’ learning experiences. This study contributes new knowledge about the methods by which learner-generated digital material can be used as a learning approach. It also provides insight on how digital tools can be used to support students learning. This study provides recommendations for employing learner-generated digital materials to engage students in the learning experience.","PeriodicalId":36689,"journal":{"name":"Journal of Education and e-Learning Research","volume":"74 7 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Education and e-Learning Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20448/jeelr.v10i3.4755","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
Abstract
This study aimed to explore the effect of learner-generated digital materials on students’ deep learning approach and self-efficacy. A quasi-experimental design that involves a pre-test, a post-test, a control group and an experiment group was used in this study which involved 51 students (25 students participated in the control group and 26 students participated in the experiment group). A questionnaire was used to measure students’ deep learning approach and self-efficacy. The study found that students in the experimental group improved their deep learning approach and self-efficacy more than students in the control group. Learner-generated digital materials can enhance students’ learning experiences. This study contributes new knowledge about the methods by which learner-generated digital material can be used as a learning approach. It also provides insight on how digital tools can be used to support students learning. This study provides recommendations for employing learner-generated digital materials to engage students in the learning experience.