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Peer-reviewed article

Self-Regulation of Motivation When Learning Online: The Importance of Who, Why and How

April 1, 2011 | Media and Technology, Informal/Formal Connections

Successful online students must learn and maintain motivation to learn. The Self-regulation of Motivation (SRM) model (Sansone and Thoman ) suggests two kinds of motivation are essential: Goals-defined (i.e., value and expectancy of learning), and experience-defined (i.e., whether interesting). The Regulating Motivation and Performance Online (RMAPO) project examines implications using online HTML lessons. Initial project results suggested that adding usefulness information (enhancing goals-defined motivation) predicted higher engagement levels (enhancing experience), which in turn predicted motivation (interest) and performance (HTML quiz) outcomes. The present paper examined whether individual interest in computers moderated these results. When provided the utility value information, students with higher (relative to lower) individual interest tended to display higher engagement levels, especially when usefulness was framed in terms of personal versus organizational applications. In contrast, higher engagement levels continued to positively predict outcomes regardless of individual interest. We discuss implications for designing optimal online learning environments.

TEAM MEMBERS

  • Carol Sansone
    Author
    University of Utah
  • Tamra Fraughton
    Author
    University of Utah
  • Joseph Zachary
    Author
    University of Utah
  • Jonathan Butner
    Author
    University of Utah
  • Cecily Heiner
    Author
    DaVinci Academy
  • Citation

    DOI : 10.1007/s11423-011-9193-6
    ISSN : 1042-1629
    Publication Name: Educational Technology Research & Development
    Volume: 59
    Number: 2
    Page Number: 199
    Resource Type: Research Products
    Discipline: Computing and information science | Education and learning science
    Audience: Undergraduate/Graduate Students | Educators/Teachers
    Environment Type: Media and Technology | Websites, Mobile Apps, and Online Media | Informal/Formal Connections | Higher Education Programs

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