研究生: |
蔡依帆 Tsai, I-Fan |
---|---|
論文名稱: |
雲端行動學習對大學生學習動機及創意表現之影響-以電腦影像處理課程為例 Effects of Cloud-based M-learning on Student Motivation and Creative Performance: A Case Study on Computer illustration Course. |
指導教授: |
張玉山
Chang, Yu-Shan |
學位類別: |
碩士 Master |
系所名稱: |
科技應用與人力資源發展學系 Department of Technology Application and Human Resource Development |
論文出版年: | 2016 |
畢業學年度: | 104 |
語文別: | 中文 |
論文頁數: | 157 |
中文關鍵詞: | 雲端行動學習 、學習動機 、創意表現 |
英文關鍵詞: | cloud-based m-learning, motivation, creative performance |
DOI URL: | https://doi.org/10.6345/NTNU202203596 |
論文種類: | 學術論文 |
相關次數: | 點閱:218 下載:35 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本研究旨在探究雲端行動學習對於學習動機及創意表現之影響,除分析雲端行動學習對於學習動機、創意表現,以及學習動機對創意表現之個別影響,亦探討學習動機在雲端行動學習與創意表現之間扮演的中介角色,並根據研究結果研提相關建議。
研究採準實驗設計,以台北市某國立大學的兩個班級,共123位學生做為研究對象,進行十週的教學實驗,依據教學策略隨機分派為實驗組與控制組,實驗組進行雲端行動學習,控制組進行傳統電腦教學,實驗過程蒐集學生電腦影像處理作品、創作構想表資料,以及電腦影像處理課程學習動機量表前後測資料,進行單因子共變數與多元迴歸分析。
研究結果如下:(1)使用雲端行動學習的實驗組學生之「學習動機」顯著優於控制組,且學習動機的提升效果集中於「降低測試焦慮」;(2)實驗組學生在創意表現的三個子構面─「創意行為」、「創意歷程」、「創意結果」之表現皆顯著優於控制組;(3)高學習動機者在創意表現的三個子構面─「創意行為」、「創意歷程」、「創意結果」之表現皆顯著優於低學習動機者;以及(4)學習動機在雲端行動學習對創意表現之影響具有部分中介效果。
This study was conducted to explore the effects of cloud-based m-learning on students’ motivation and creative performance in computer illustration course. Variables of motivation, creative behavior, creative process and creative product were conducted to understand the situations, differences, and the predictive power cloud-based m-learning had in creative performance.
A nonequivalent pretest–posttest design was adopted, and 123 university students from Taipei City, Taiwan,were recruited as research participants in the study during 10-weeks experiment. They were asked to complete a motivation questionnaire. Creative concept form and students’ illustraion work were also collected for statistics analysing.
Through the descriptive statistics, one-way ANCOVA, and multiple linear regression analysis, the findings are as follows: (1)cloud-based m-learning had a positive effect on students’ motivation in computer illustration course; (2) cloud-based m-learning had a positive effect on creative performance in computer illustration course; (3) students with higher motivation performed better on creative performance, and(4) motivation could partially mediate cloud-based m-learning and creative performance.
大椽股份有限公司(無日期)。教育雲-行動學習結合雲端服務。取自:http://www.digitimes.com.tw/tw/PrintNews.asp?C=
行政院文化建設委員會(2010)。文化創意產業發展第二期(97—102年)。取自:http://cci.culture.tw/cci/upload/law/20110309085034-c2e6327501f66a9802be30bb98e8901a.pdf
行政院勞委會職業訓練局(2009)。創造力教育納入課程與教學常軌運作,鼓勵學校教師專業社群成立。取自:https://www.ejob.gov.tw/special/education/NewsContent.aspx?NewsType=education1&Item=&ZonFunCde=&tbNwsCde=NWS20090205113318FBF
行政院經濟建設委員會(2009)。中華民國九十八年國家建設計畫。取自:http://www.cepd.gov.tw/m1.aspx?sNo=0011411
行政院經濟建設委員會(2011)。打造台灣成為全球雲端運算服務重鎮(2011年10月11日新聞稿)。取自:http://www.cepd.gov.tw/m1.aspx?sNo=0016010
行政院經濟建設委員會(2012)。黃金十年,國家願景。取自:http://www.cepd.gov.tw/m1.aspx?sNo=0015942
江政哲、張迺貞(2010)。初探雲端運算。2010海峽兩岸圖書資訊學學術研討會論文集B輯,37-52。
朱敬先(2000)。教育心理學。臺北:五南。
吳雨桑、林建平(2009)。大學生英語學習環境、學習動機與學習策略的關係之研究。臺北市立教育大學學報:教育類,40(2),181-222。
吳明隆(2011)。以數位化行動學習迎接新挑戰。T&D飛訊,124,1-21。
吳欣蓉(2010)。行動學習現況與未來趨勢。取自:http://www.huayuworld.org/wp-course/99_huayu_seed_plan_digital_course/9/WuXinrong.pdf
吳宗霖(2008)。運用專題導向學習策略與無所不在學習環境於國小六年級生態環境教育之行動研究。國立屏東教育大學教育科技研究所碩士論文,未出版,屏東市。
吳靜吉、程炳林(1992)。激勵的學習策略量表之修訂。測驗年刊,39,59-78。
吳靜吉、曾敬梅(2003年3月)。玩興、幽默、創意態度,對研究所創造氛圍知覺與創新行為的關係。2003年「創造力實踐歷程」研討會,台北市。
吳靜吉、樊學良(2011)。台灣創造力教育相關政策與實踐經驗。創造學刊,2(1),5-28。
李宜玫(2012)。數學低成就學習動機之類型與區別分析:中小學弱勢學生與一般學生之比較。教育科學研究期刊,57(4), 39-71。
李佳翰(2014)。硬體即服務。取自:http://www.digitimes.com.tw/tw/dt/n/shwnws.asp?id=0000373016_TTNL039O23Q0OK5VX4ZL4
李春雄(2013)。圖解數位學習:理論與實務。臺北:滄海書局。
何榮桂、林瑞龍、周昆逸(2012)。教育雲的規劃與設計。教育研究月刊,216,5-18。
林大正、陳宗禧(2008)。情境感知行動學習環境下數位教材內容設計之研究。資訊科技與應用期刊,2(4),221-226。
林本炫(2007)。不同質性方法的資料分析比較。載於周平、楊弘任主編,質性研究方法的眾聲喧嘩:127-150。嘉義:南華大學教育社會學研究所。
林彥志(2011)。以雲端支援架構建置RFID為基礎之個人化無所不在學習系統。國立政治大學資訊管理學系碩士論文,未出版,台北。
周祝瑛、劉豫敏(2013)。雲端教育。教育研究月刊,216,125-138。
林姿華(2012)。全世界漫步在雲端-淺談科技新知識「雲端運算」。網路社會學通訊期刊,86。取自:http://www.nhu.edu.tw/~society/e-j/86/13.htm
林家瑜(譯)(2009)。M. Miller著。雲端運算。台北:基峰資訊股份有限公司。
林崇德(1995)。高中生心理學。臺北:五南。
邱皓政(2010)。量化研究與統計分析-SPSS (PASW)資料分析範例(五版)。臺北:五南。
林義順(2012)。運用雲端合作學習促進大專學生資訊課程學習之研究。國立高雄師範大學科學教育研究所碩士論文,未出版,高雄市。
邱慶雲(2014)。創造力:啟發頭皮下的東西。台北:新銳文創。
洪旭群、孫培真(2010,3月)。情境感知無所不在學習應用於5E學習環教學模式之課程設計。第五屆數位教學暨資訊實務研討會,780 – 789。高雄市:國立高雄大學。
洪榮昭(1999)。試析科技創作力。國際科技教育整合思考研討會,專題研討論文集,43-50。
洪素蘋(2003)。重要他人回饋、創意自我效能、內、外在動機對創意行為的影響:社會認知理論為基礎的結構方程模式檢驗。國立交通大學教育研究所碩士論文,未出版,新竹市。
計惠卿、黃孟鈴、陳宜萍(2013)。數位學習在雲端。研習論壇月刊-理論與實務,155,1-10。
唐永泰(2006)。轉換型領導、工作動機與員工創新行為的關係。人力資源管理學報,6(4),47-66。
涂君暐(2005)。內外在動機、創造力工作環境與創造力之相關研究─以第八屆創思設計與製作競賽之參賽學生為例。國立中央大學學習與教學研究所碩士論文,未出版,桃園市。
陳君瑜、溫嘉榮、郭勝煌、陳維仟(2009)。行動學習教材設計與製作:以 Sudoku 科技玩具爲例。生活科技教育,42(3),15-26。
教育部(2011)。教育雲建置簡介。取自:http://www.bost.ey.gov.tw/Upload/UserFiles/%E6%95%99%E8%82%B2%E9%9B%B2%E7%B0%A1%E5%A0%B1_2.pdf
教育維基(2013)。九年一貫。取自:http://content.edu.tw/wiki/index.php/%E4%B9%9D%E5%B9%B4%E4%B8%80%E8%B2%AB
陳佩芬(2013)。運用行動載具融入合作學習策略於八年級美術課之行動研究-以臺北市某都會型國中為例。淡江大學教育科技學系數位學習在職專班學位論文,未出版,新北市。
陳冠廷(2013)。翻轉教學趨勢-科技與教育的雲端交鋒。研習論壇月刊,155,11-23。
陳英豪、吳裕益(1996)。測驗與評量。高雄:復文。
許惠美(2011,四月)。建構一朵開放的教育雲:雲端運算應用在教育上之可能性與挑戰。論文發表於2011年AIT資訊科技國際研討會,台中市。
陳龍安(2006)。創造思考教學的理論與實際(六版一刷)。台北:心理。
張玉山(1998)。師院生科技態度之調查-以花蓮師院為例。花蓮師院學報。
張玉山(2002)。虛擬團隊之創造力研究-以師院勞作課程為例。臺灣師範大學工業科技教育學系學位論文,未出版,台北市。
張玉山(2003)。網路虛擬團隊之技術創造力研究。臺灣師範大學工業科技教育系博士論文,未出版,台北市。
張玉山(2013)。雲端運算教學應用對不同認知取向大學生的設計創意歷程之影響。行政院國家科學委員會專題研究,未出版。
張玉山、陳思貽(2013,五月)。雲端行動學習對創意表現之影響。論文發表於臺灣工程教育與管理學會、中華民國工業科技教育學會、國立台灣師範大學科技應用與人力資源發展學系聯合舉辦之「第二屆工程教育」學術研討會,台北市。
張玉茹、江芳盛(2013)。師生關係、學習動機與數學學業成就模式之驗證-以PISA 2003資料庫為例。測驗統計年刊,21,91-121。
張世彗(2013)。創造力:理論、技法與教學。台北:五南。
張美玲(2000)。以專題為基礎之教學與學習對國小學生自然科學習動機與學習成就之影響。屏東師範學院國民教育研究所碩士論文,未出版,屏東市。
張春興(1998)。現代心理學。台北:東華。
張春興(2000)。教育心理學:三化取向的理論與實踐。台北:東華。
葉玉珠、吳靜吉、鄭英耀(2000)。影響科技與資訊產業人員創意發展的因素之量表編製。師大學報:科學教育類,45(2),39-63。
雲林縣政府(2011)。打造雲端學習環境,達到行動學習教育雲。取自:http://www.yunlin.gov.tw/newskm/index-1.asp?m1=6&m2=45&id=201108260003
彭思舟、許揚帆、林琦翔(2009)。山寨經濟大革命:模仿為創新之母。臺北:秀威出版。
葉炳煙(2013)。學習動機定義與相關理論之研究。屏東教大體育,16,285-293。
經濟部(2013)。整合產官學資源 「雲端應用產學聯盟」正式成立。取自http://www.moea.gov.tw/Mns/populace/news/News.aspx?kind=1&menu_id=40&news_id=33870
經濟部(2013)。雲端運算推廣服務計畫。取自:http://cloud.moeasmea.gov.tw/
經濟部工業局(2010)。產業創新條例及其配套。取自http://www7.www.gov.tw/policy/2010new/page_03-02.html
臺中市政府新聞處(2012)。偏鄉線上學習無落差,臺中市雲端學習計畫正式啟動。取自:http://uip.taichung.gov.tw/fp.asp?fpage=cp&xItem=155629&ctNode=712&mp=100010&Captcha.ImageValidation=VHui5
彰化縣政府(2012)。全國首創「彰化愛說教APP」軟體,教育資訊讓您隨時看。取自:http://www2.chcg.gov.tw/main/main_act/main.asp?main_id=2627&act_id=10
臺北市政府資訊處(2011)。100資訊月-臺北市政府「觸動市政雲 幸福臺北城」主題館與您共享市政雲服務。取自:http://www.doit.taipei.gov.tw/ct.asp?xitem=10589743&CtNode=5582&mp=121001
趙貞怡(2005)。國立歷史博物館行動學習之發展與應用。國民教育,45(6),62-68。
賓靜蓀(譯)2013。Lehmann, Ischta著。學習動機 : 決定孩子學習成敗關鍵。臺北市,天下雜誌出版社。
劉政宏、張景緩、許鼎延、張瓊文(2005)。國小學生學習動機成分之分析及其對學習行為之影響。教育心理學報,37(2),173-196。
劉政宏、黃博聖、蘇嘉鈴、陳學志、吳有城(2010)。「國中小學習動機量表」之編製及其信、效度研究。測驗學刊,57(3),371-402。
鄭英耀、王文中(2002)。影響科學競賽績優教師創意行為之因素。應用心理研究,15,163-189。
鄭英耀、王文中、葉玉珠(1998)。創意思考的相關因素。技術創造力研討會報告。
賴阿福(2004)。數位化教學與學習環境之變革。國教新知,51(1),19-32。
謝邦昌、劉敏(2010)。雲端運算在數據挖掘和商業智能上的運用。數據分析,5(2),73-84。
蕭佳純(2011)。學生創造力影響因素之研究:三層次分析架構。特殊教育學報,33,151-177。
蕭佳純(2011)。學校創新氣氛、教師內在動機與教師創意教學表現關聯之研究:多層次調節式中介效果之探討。當代教育研究季刊,19(4),85-125。
蕭佳純(2014)。延宕交叉相關與潛在成長模式在創造力傾向與科技創造力關係間之分析。特殊教育研究學刊,39(2),87-107。
蕭佳純(2012)。國小學童科學學習動機、父母創意教養與科技創造力關聯之研究。教育科學研究期刊,57(4),103-133。
藍玉昇(2013)。從雲端科技淺談教師數位學習資源製作。臺灣教育評論月刊, 2(5),49-57。
龔心怡、林素卿、張馨文(2009)。家長社經地位與數學學習動機對數學學業成就之研究-以國中基本學力測驗數學領域為例。彰化師大教育學報,15,121-142。
Adams, K. (2005). The source of innovation and creativity. National Center on Education and Economy, 1-59.
Alabbadi M. M. (2011, September). Cloud Computing for Education and Learning: Education and Learning as a Service (ELaaS). 14th International Conference on Interactive Collaborative Learning (ICL2011)─11th International Conference Virtual University (vu'11), Pieštany, Slovakia.
Amabile, T. M. (1983). The social psychology of creativity. Springer-Verlag: New York.
Amabile, T. M. (1985). Motivation and creativity: Effects of motivational orientation on creative writers. Journal of Personality and Social Psychology, 48(2), 393.
Amabile, T. M. (1988). A mode of creativity and innovation in organization. Research in Organizational Behavior, 10, 123-167.
Amabile, T. M. (1996). Creativity and innovation in organizations (Vol. 5). Boston: Harvard Business School.
Archer, L. B. (1984). Systematic method for designers. Developments in Design Methodology, 1.
Armbrust, M., Fox, A., Griffith, R., Joseph, A. D., Katz, R., Konwinski, A., Lee, G.,Patterson, D. I., Rabkin, A., Stoica, I, & Zaharia, M. (2010). A view of cloud computing. Communications of the ACM, 53(4), 50-58.
Atikinson, J. W. (1964). An Introduction to motivation. Princeton: Van Nostrand.
Ayob, A., Hussain, A., Mustafa, M. M., & Shaarani, M. F. A. S. (2011). Nurturing creativity and innovative thinking through experiential learning. Social and Behavioral Sciences, 18, 247-254.
Bandura, A. (1993). Perceived self-efficacy in cognitive development and functioning. Educational Psychologist, 28, 117-148.
Baron, R., & Kenny, D. (1986). The moderator-mediator variable distinction in social psychological research: Conceptual, strategi, and statistical considerations. Journal of Personality and Social Psychology. 51(6)、1173-1182.
Berlyne, D. (1966). Curiosity and exploration. Science, 153, 25-33.
Boyatt, R., & Sinclair, J. (2012, January). Navigating the educational cloud. In Workshop on Learning Technology for Education in Cloud (LTEC'12), 179-191, Berlin.
Brown, R., Ryu, H., & Parsons, D. (2006, November). Mobile helper for university students: a design for a mobile learning environment. In Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments, 297-300, Sydney.
Bubaš, G., Orehovački, T., Balaban, I., & Ćorić, A. (2010). Evaluation of Web 2.0 tools in the e-learning context: Case studies related to pedagogy and usability. In University Information Systems-Selected Problems, Poland.
Carmines, E. G., & Zeller, R. A. (1979). Reliability and validity assessment. Beverly Hills, CA: Sage.
Cedefop (2011). Lifelong guidance across Europe: reviewing policy progress and future prospects. working paper, 11. Luxembourg: Publications Office of the European Union.
Chang, Y. S., Chen, S. Y., Yu, K. C., Chu, Y. H., & Chien, Y. H. (2015). Effects of cloud‐based m‐learning on student creative performance in engineering design. British Journal of Educational Technology, 2015, 1-12.
Chen, Y. S., Kao, T. C., & Sheu, J. P. (2003). A mobile learning system for scaffolding bird watching learning. Journal of Computer Assisted Learning, 19(3), 347-359.
Chin, K. Y., Lee, K. F., & Hsieh, H. C. (2014, July). A QR-based materials building system to support outdoor teaching activities. In 2014 IEEE 14th International Conference, 146-148, ON.
Chiu P. S., Kuo Y. H., Huang Y. M., & Chen T.S. (2008, July). A Meaningful learning based u-Learning evaluation model. In 2008 8th IEEE International Conference on Advanced Learning Technologies, 77-81, Cantabria.
Chow, R., Golle, P., Jakobsson, M., Shi, E., Staddon, J., Masuoka, R., & Molina, J. (2009, November). Controlling data in the cloud: outsourcing computation without outsourcing control. In Proceedings of the 2009 ACM workshop on Cloud computing security, 85-90, Chicago.
Chu, H. C., Hwang, G. J., & Tsai, C. C. (2010). A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning. Computers and Education, 54(1), 289-297.
Chu, H. C., Hwang, G. J., Tsai, C. C., & Tseng, J. C. (2010). A two-tier test approach to developing location-aware mobile learning systems for natural science courses. Computers and Education, 55(4), 1618-1627.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences(2nd ed.). Hillsdale, NJ: Lawrence Erlbaum Associates Inc.
Crandall, V. C. (1963). Reinforcement effects of adult actions and nonreactions on children’s achievement expectations. Children Development, 34, 335-354.
Crandall, V. C., Good, S., & Crandall, V. J. (1964). The reinforcement effects of adult actions and nonreactions on children’s achievement expectations: A replication study. Children Development, 35, 485-497.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum.
Dinh, H. T., Lee, C., Niyato, D., & Wang, P. (2013). A survey of mobile cloud computing: architecture, applications, and approaches. Wireless Communications and Mobile Computing, 13(18), 1587-1611.
Dweck, C. S., & Elliott, E. S. (1983). Achievement motivation. In P. Mussen and E. M. Hetherington (Eds.), Handbook of Children Psychology. New York: Wiley.
Dye, A. (2003). Mobile education-A Glance at the future. Retrieved from: http://www.nettskolen.com/forskning/mobile_education.pdf
Eccles, J. (1983). Expectancies, values & academic behaviors. In J. T. Spence (Ed.), Achievement and achievement motives, 75-146. San Francisco: Freeman.
Ellamil, M., Dobson, C., Beeman, M., & Christoff, K. (2012). Evaluative and generative modes of thought during the creative process. Neuroimage, 59(2), 1783-1794.
Fardoun, H. M., Lopez, S. R., Alghazzawi, D. M., & Castillo, J. R. (2012). Education system in the cloud to improve student communication in the institutes of: C-learniXML++. Social and Behavioral Sciences, 47, 1762-1769.
Fernandez, A., Peralta, D., Herrera, F., & Benítez, J. M. (2012, July). An overview of e-learning in cloud computing. Workshop on Learning Technology for Education in Cloud (LTEC'12), 35-46. Berlin Heidelberg: Springer.
Finke, R., Ward, T., & Smith, S. (1992). Creative cognition-theory, research, and application. MA: MIT Press.
Frohberg, D., Göth, C., & Schwabe, G. (2009). Mobile learning projects–a critical analysis of the state of the art. Journal of Computer Assisted Learning, 25(4), 307-331.
Gardner, E. (1988). The space of interactions in neural network models. Journal of Physics A: Mathematical and General, 21(1), 257.
Gomez, J. G., Huete, J. F., & Riano, V. H. (2014, July). Learning system based on contextual awareness for clinical practice in nursing courses. In 2014 IEEE 14th International Conference, 186-190, ON.
Goudas, M., Biddle, S., & Underwood, M. (1995). A prospective study of the relationship between motivational orientations and perceived competence with intrinsic motivation and achievement in a teacher education course. Educational Psychology, 15(1), 89-96.
Gray, C. D., & Kinnear, P. R. (2012). IBM SPSS statistics 19 made simple. New York: Psychology Press.
Günindi, Y. (2014). Usage of mobile technologies in social skills development. Creative Education, 5(16), 1576.
Hassan, I. S., Ismail, M. A., & Mustapha, R. (2010). The effects of integrating mobile and CAD technology in teaching design process for malaysian polytechnic architecture student in producing creative product. Turkish Online Journal of Educational Technology-TOJET, 9(4), 162-172.
Heider, F. (1958). The psychologies of interpersonal relations. New York: Wiley.
Hirsch, B., & Ng, J. W. (2011, December). Education beyond the cloud: anytime-anywhere learning in a smart campus environment. In Internet Technology and Secured Transactions (ICITST), 2011 International Conference for IEEE, 718-723, Abu Dhabi.
Howell, D. (2012). Statistical methods for psychology(8th ed.). Boston: Cengage Learning.
Hwang, G. J., Tsai, C. C., & Yang, S. J. H. (2008). Criteria, strategies and research issues of context-aware ubiquitous learning. Educational Technology and Society, 11(2), 81-91.
Hwang, G. J., Wu, P. H., & Ke, H. R. (2011). An interactive concept map approach to supporting mobile learning activities for natural science courses. Computers & Education, 57(4), 2272-2280.
Hwang, G. J., Wu, P. H., Zhuang, Y. Y., & Huang, Y. M. (2013). Effects of the inquiry-based mobile learning model on the cognitive load and learning achievement of students. Interactive Learning Environments, 21(4), 338-354.
Isaksen, S. G., Treffinger, D. J., & Dorval, K. B. (1994). Creative approaches to problem solving. LA: Sage publication.
Jackson, P., & Messick. S. (1965). The person, the product, and the pesponse: ponceptual problems in the assessment of creativity. Journal of Personalig, 33, 309-329.
Johnson, L., Adams, S., and Haywood, K., (2011). The NMC Horizon Report: 2011 K-12 Edition. Texas: The New Media Consortium.
Jou, M., & Wang, J. (2013). Observations of achievement and motivation in using cloud computing driven CAD: Comparison of college students with high school and vocational high school backgrounds. Computers in Human Behavior, 29(2), 364-369.
Kalagiakos, P., & Karampelas, P. (2011, October). Cloud computing learning. In Application of Information and Communication Technologies (AICT), 2011 5th International Conference, 1-4, Baku.
Katz, R. N., & Gandel, P. B. (2008). The tower, the cloud, and posterity. The Tower and the Cloud, Educause, 172-189.
Keegan, D. (2005, October). The incorporation of mobile learning into mainstream education and training. In World Conference on Mobile Learning, 11, Cape Town.
Kim, S., Song, S. M., & Yoon, Y. I. (2011). Smart learning services based on smart cloud computing. Sensors, 11(8), 7835-7850.
Kop, R., & Carroll, F. (2011). Cloud computing and creativity: Learning on a massive open online course. European Journal of Open, Distance and E-learning, 14(2), 1-11.
Krapp, A., Renninger, K. A., & Hidi, S. (1991). Interest, Learning and development: The questions and their content. The role of interest in learning and development. Hillsdale, NJ: Erlbaum.
Lakhani, K., & Wolf, R. G. (2003, September). Why Hackers Do What They Do: Understanding Motivation and Effort in Free/Open Source Software Projects. MIT Sloan Working Paper, 4425(03), 1-27.
Liaw, S. S., Hatala, M., & Huang, H. M. (2010). Investigating acceptance toward mobile learning to assist individual knowledge management: Based on activity theory approach. Computers and Education, 54(2), 446-454.
Li, J. (2010, December). Study on the development of mobile learning promoted by cloud computing. In Information Engineering and Computer Science (ICIECS), 2010 2nd International Conference, 1-4, Wuhan.
Lin, Y. T., Wen, M. L., Jou, M., & Wu, D. W. (2014). A cloud-based learning environment for developing student reflection abilities. Computers in Human Behavior, 32, 244-252.
Liou, G. J. (2014). Effects of a progressive prompting-based mobile game on students’ learning performance. Unpublished doctoral dissertation, National Taiwan University of Science and Technology, Taipei.
Lobert, B. M., & Dologite, D. G. (1994, January). Measuring creativity of information system ideas: an exploratory investigation. In System Sciences, 1994. Proceedings of the Twenty-Seventh Hawaii International Conference, 4, 392-402. Wailea, HI.
Madan, D., Pant, A., Kumar, S., & Arora, A. (2012). E-learning based on cloud computing. International Journal of Advanced Research in Computer Science and Software Engineering, 2(2). Retrieved from: www.ijarcsse.com
Manca, S., & Ranieri, M. (2013). Is it a tool suitable for learning? A critical review of the literature on Facebook as a technology‐enhanced learning environment. Journal of Computer Assisted Learning, 29(6), 487-504.
Markett, C., Sanchez, I. A., Weber, S., & Tangney, B. (2006). Using short message service to eEncourage interactivity in the classroom. Computers and Education, 46(3), 280-293.
Masud, M. A. H., & Huang, X. (2011, September). ESaaS: A new education software model in E-learning systems. In International Conference on Information and Management Engineering, 468-475. Springer: Berlin Heidelberg.
McClelland, D. C. (1985). How motives, skills and values determine what people do. American Psychologist, 40, 812-825.
McCombs, B. L. (2000). Reducing the Achievement Gap. Society, 37(5), 29-39.
McKim, R. H. (1972). Experiences in visual thinking. Brooks: Cole Publishing Company.
Mednick, S.A. (1962). The associative basis of the creative process. Psychological Review, 69, 220–232.
Mell, P., & Grance, T. (2009). Effectively and securely using the cloud computing paradigm. NIST, Information Technology Laboratory, 304-311.
Merriam, S. B., Caffarella, R. S., & Baumgartner, L. (2007). Learning in adulthood: A comprehensive guide (3rd ed.). San Francisco: Jossey-Bass.
Michael, K. Y. (2000). A comparison of students' product creativity using a computer simulation activity versus a hands-on activity in technology education. Doctoral dissertation, Virginia Polytechnic Institute and State University, Blacksburg.
Mikroyannidis, A. (2012). A semantic framework for cloud learning environments. Cloud Computing for Teaching and Learning: Strategies for Design and Implementation, 17-31.
Mircea, M. (2012). SOA adoption in higher education: a practical guide to service-oriented virtual learning environment. Social and Behavioral Sciences, 31(0), 218-223.
Miyazoe, T., & Anderson, T. (2012). Discuss, reflect, and collaborate: A qualitative analysis of forum, blog, and wiki use in an EFL blended learning course. Social and Behavioral Sciences, 34, 146-152.
MoLeNet (2007). What is the mobile learning? Retrieved from: http://www.molenet.org.uk/
Motiwalla, L. (2005). Mobile learning: A framework and evaluation. Computers and Education, 49(3), 581-596.
Nedungadi, P., & Raman, R. (2012). A new approach to personalization: integrating e-learning and m-learning. Educational Technology Research and Development, 60(4), 659-678.
Ning, H. K., & Downing, K. (2012). Influence of student learning experience on academic performance: the mediator and moderator effects of self-regulation and motivation. British Educational Research Journal, 38(2), 219-237.
Nuss, M. A., Hill, J. R., Cervero, R. M., Gaines, J. K., & Middendorf, B. F. (2014). Real-time use of the iPad by third-year medical students for clinical decision support and learning: a mixed methods study. Journal of Community Hospital Internal Medicine Perspectives, 4(4). doi:10.3402/jchimp.v4.25184
OECD (2013). Synergies for Better Learning: An International Perspective on Evaluation and Assessment. Retrieved from: http://www.oecd.org/edu/school/synergies-for-better-learning.htm
Ogata, H., & Yano, Y. (2004, March). Context-aware support for computer-supported ubiquitous learning. Paper presented at the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education, 27-34, JhongLi, Taiwan.
O’Malley, C., Vavoula, G., Glew, J., Taylor, J., Sharples, M., & Lefrere, P. (2003). Guidelines for learning/teaching/tutoring/in a mobile environment. Mobilearn project deliverable. Retrieved from: www.mobilearn.org/download/results/guidelines.pdf
Oman, S. K., Tumer, I. Y., Wood, K., & Seepersad, C. (2013). A comparison of creativity and innovation metrics and sample validation through in-class design projects. Research in Engineering Design, 24(1), 65-92.
Osborn, A. F. (1953). Applied Imagination. New York: Scribners.
Pachler, N., Bachmair, B., Cook, J., & Kress, G. (2010). Mobile learning. Boston, MA: Springer.
Pallis, G. (2010). Cloud computing: the new frontier of internet computing. IEEE Internet Computing, 14(5), 70-73.
Patelis, N., Matheiken, S. J., & Beard, J. D. (2014). The Challenges of Developing Distance Learning for Surgeons. European Journal of Vascular and Endovascular Surgery, 1-2.
Piaget, J. (1952). The origins of intelligence in children. NY: W. W. Norton.
Pintrich, P. R. (1989). The dynamic interplay of student motivation and cognition in the college classroom. Advances in Motivation and Achievement, 6, 117-160.
Pintrich, P. R., Smith, D. A. F., Garcia, T., & Mckeachie, W. J. (1991). A Manual for the use of the motivated strategies for learning questionnaire (MSLQ). Michigan: The University of Michigan.
Pocatilu, P., Alecu, F., & Vetrici, M. (2010). Measuring the efficiency of cloud computing for e-learning systems. WSEAS Transactions on Computers, 9(1), 42-51.
Prabhu, V., Sutton, C., & Sauser, W. (2008). Creativity and certain personality traits: Understanding the mediating effect of intrinsic motivation. Creativity Research Journal, 20(1), 53-66.
Preacher, K. J., & Hayes, A. F. (2004). SPSS and SAS procedures for estimating indirect effects in simple mediation models. Behavior research methods, instruments, & computers, 36(4), 717-731.
P.Y. Thomas (2011). Cloud computing: A potential paradigm for practising the scholarship of teaching and learning. The Electronic Library, 29(2), 214-224. Retrieved from: http://dx.doi.org/10.1108/02640471111125177
Quinn, C. (2000). M-learning: mobile, wireless, in-your-pocket learning. Line Zine Magazine. Retrieved from: http://www.linezine.com/2.1/features/cqmmwiyp.htm.
Rao, N. M., Sasidhar, C., & Kumar, V. S. (2012). Cloud computing through mobile-learning. International Journal of Advanced Computer Science and Applications(IJACSA). Retrieved from: http://arxiv.org/abs/1204.1594
Rhodes, M. (1961). An analysis of creativity. Phi Delta Kappan, 42(7), 305-310.
Roberts, J. L. (2010). Talent development in STEM disciplines: Sparking innovators. NCSSSMST Journal, 15(2), 7-9.
Scale, M. S. E. (2009). Cloud computing and collaboration. Library Hi Tech News, 26(9), 10-13.
Schunk, D. H. (1990). Goal setting and self-efficacy during self-regulated learning. Educational Psychologist, 25(1), 71-86.
Schunk, D. H., & Zimmerman, B. J. (2008). Motivation and self-regulated learning: Theory, research, and applications. New York: Lawrence Erlbaum Associates.
Sharples, M. (2005) Learning as conversation: Transforming education in the mobile age. Proceedings of Seeing, Understanding, Learning in the Mobile Age, 147-152, Budapest, Hungary.
Sharples, M., Milrad, M., Arnedillo-Sánchez, I. and Vavoula, G. (2008). Mobile Learning: Small devices, Big Issues. Book chapter to appear in Technology Enhanced Learning: Principles and Products, Kaleidoscope Legacy Book. Berlin: Springer.
Shen, L., Xie, B., & Shen, R. (2014, June). Enhancing user experience in mobile learning by affective interaction. Proceeding of the 2014 International Conference on Intelligent Environment, 297-301, Shanghai, China.
Short, S. S., Lin, A. C., Merianos, D. J., Burke, R. V., & Upperman, J. S. (2014). Smartphones, trainees, and mobile education: implications for graduate medical education. Journal of Graduate Medical Education, 6(2), 199-202.
Sternberg, R. J. (1988). The nature of creativity: Contemporary psychological perspectives. New York: Cambridge University Press.
Sternberg, R. J., & Lubart, T. I. (1995). Defying the crowd: Cultivating creativity in a culture of conformity. New York: Free Press.
Stipek, D. (1995). Effects of different instructional approaches on young children’s achievement and motivation. Child Development, 66 (1), 209-223
Stojanova, B. (2010). Development of creativity as a basic task of the modern educational System. Social and Behavioral Sciences, 2(2), 3395-3400.
Sultan, N. (2010). Cloud computing for education: A new dawn? International Journal of Information Management, 30(2), 109-116.
Syvanen, A., Beale, R., Sharples, M., Ahonen, M., & Lonsdale, P. (2005, November). Supporting pervasive learning environments: adaptability and context awareness in mobile learning. In IEEE International workshop on wireless and mobile technologies in education (WMTE'05), 3-5, The University of Tokushima, JAPAN.
The Horizon Report (2012). NMC horizon project short List: 2012 higher education edition. Retrieved from: www.nmc.org/pdf/2012-horizon-HE-shortlist.pdf
Torrance, E. P. (1966). Torrance tests of creative thinking. Princeton, NJ: Personnel Press.
Traxler, J. (2009). Learning in a mobile age. International Journal of Mobile and Blended Learning, 1(1), 1-12.
Wallach, M. A., & Kogan, N. (1965). Modes of thinking in young children: a study of the creativity–intelligence distinction. New York: Holt, Rinehart, & Winston.
Wallas, G. (1926). The art of thought. England: Solis Press.
Wang, M., & Ng, J. W. P. (2012, June). Intelligent mobile cloud education: smart anytime-anywhere learning for the next generation campus environment. In Intelligent Environments (IE), 2012 8th International Conference, 149-156, Mexico.
Wang, M., Chen, Y., & Khan, M. J. (2014). Mobile cloud learning for higher education: A case study of Moodle in the cloud. The International Review of Research in Open and Distributed Learning, 15(2). Retrieved from: http://www.irrodl.org/index.php/irrodl/article/view/1676/2830
Wang, Y. K. (2004). Context awareness and adaptation in mobile learning. Proceeding IEEE Second int', l Workshop Wireless and Mobile Technologies in Education (WMTE '04), 154-158, Taoyuan, Taiwan.
Weiner, B. (1972). Theories of motivation. Chicago: Rand McNally.
Weisberg, R. W. (1986). Creativity: Genius and other myths. New York: Freeman.
Wessels, A., Fries, S., Horz, H., Scheele, N., & Effelsberg, W. (2007). Interactive lectures: Effective teaching and learning in lectures using wireless networks. Computers in Human Behavior, 23(5), 2524-2537.
White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological Review, 66, 297-333.
Wigfield, A., & Eccles, J. S. (2000). Expectancy-value theory of achievement motivation. Contemporary Educational Psychology, 25, 68-81.
Winters, N. (2007). What is mobile learning. Big issues in mobile learning, 7-11.
Woukeu, A., Millard, E. D., Tao, F., & Davis, C. H. (2005). Challenges for semantic grid based mobile learning. IEEE SITIS, 2005. Retrieved from:
www.u‐bourgogne.fr/SITIS/05/download/Proceedings/Files/f135.pdf
Wu, W. H., Wu, Y. C. J., Chen, C. Y., Kao, H. Y., Lin, C. H., & Huang, S. H. (2012). Review of trends from mobile learning studies: A meta-analysis. Computers & Education, 59(2), 817-827.
Vinu, P. V., Sherimon, P. C., & Krishnan, R. (2011). Towards pervasive mobile learning–the vision of 21st century. Social and Behavioral Sciences, 15, 3067-3073.
Vuong, Q. H., & Napier, N. K. (2012). Coffee filters and creativity: The value of multiple filters in the creative process. CEB-ULB Working Paper Series, WPS, 12-36.
Zanetti, P. F., Zaina, L. A., & Verdi, F. L. (2012). An Approach for Supporting P2P Collaborative Communication Based on Learning Profile. In Workshop on Learning Technology for Education in Cloud (LTEC'12), 1-10, Berlin: Springer.