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Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder 探索用户与头像之间的联系:对网络游戏障碍的纵向影响
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-12 DOI: 10.1016/j.chb.2024.108340
Taylor Brown , Raffaela Smith , Daniel Zarate , Mark Griffiths , Vasileios Stavropoulos

Avatars serve as the virtual embodiment of users, facilitating their online interaction, with potential positive and negative effects. These effects range from enhancing social and personal development to facilitating disordered gaming patterns. As past literature has identified different disorder gaming patterns based on the connection an individual has with their avatar (referred to as the User-Avatar Bond [UAB]), the present study explored the gaming disorder risk based on a gamer's UAB profile. To investigate this, the present study comprised 565 online role-playing gamers (Mage = 29.3, SD = 10.6). Participants completed the User-Avatar Bond Questionnaire and the Internet Gaming Disorder Scale-Short-Form over two waves, six months apart. Latent profile analysis was employed which identified four distinct UAB profiles: Identified Gamers, Compensated Gamers, Detached Gamers, and Differentiated Gamers. ANOVAs were conducted to assess differences in IGD behaviours within the profiles across the two waves. The findings suggested a significant difference between the profiles and IGD, where heightened avatar identification and compensation levels may act as risk factors for IGD behaviours. These findings provide crucial insight regarding the role of UAB in IGD development, treatment, and prevention.

头像是用户的虚拟化身,为他们的在线互动提供便利,具有潜在的积极和消极影响。这些影响既包括促进社交和个人发展,也包括助长无序游戏模式。过去的文献根据个人与其化身的联系(称为用户-化身联系(UAB))确定了不同的失调游戏模式,本研究探讨了基于游戏者 UAB 特征的游戏失调风险。为了探讨这个问题,本研究的参与者包括 565 名在线角色扮演游戏玩家(Mage = 29.3,SD = 10.6)。参与者在相隔 6 个月的时间内分两次完成了《用户-化身联系问卷》和《网络游戏障碍量表-简表》。我们采用了潜在特征分析,确定了四种不同的 UAB 特征:识别型游戏者、补偿型游戏者、疏离型游戏者和差异型游戏者。我们进行了方差分析,以评估两个波次中各特征中 IGD 行为的差异。研究结果表明,这些特征与 IGD 之间存在显著差异,其中对虚拟化身的高度认同和补偿水平可能是导致 IGD 行为的风险因素。这些发现为 UAB 在 IGD 的发展、治疗和预防中的作用提供了重要的启示。
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引用次数: 0
Enhancing bodily self-consciousness in the virtual world with synchronous multisensory stimulation, interoceptive feedback and peripersonal space expansion: A narrative review 利用同步多感官刺激、互感反馈和周身空间扩展增强虚拟世界中的身体自我意识:叙事回顾
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-11 DOI: 10.1016/j.chb.2024.108339
Andrea Macruz , Bing Zhao , David Sperling

The article explores the link between neuroscience and the design fields by discussing works on predictive brain, conscious mind, perception, and peripersonal space to increase bodily self-consciousness in the virtual world. Unlike the physical reality, the virtual world often lacks the intricate bodily feedback necessary for self-consciousness, thus resulting in less complete virtual representations. By incorporating findings from neuroscience and the virtual world, this research suggests a theoretical approach to enhance bodily self-consciousness in different virtual worlds, particularly augmented or diminished mixed realities and holistic virtual reality. This is achieved through synchronous multisensory stimulation (visuo-tactile), interoceptive feedback, and peripersonal space expansion (visuo-tactile and audio–tactile). As a narrative review, the article not only suggests a theoretical method but also highlights the potential for future practical experiments to apply these insights.

这篇文章探讨了神经科学与设计领域之间的联系,讨论了有关预测大脑、意识思维、感知和周身空间的作品,以增强虚拟世界中的身体自我意识。与物理现实不同,虚拟世界往往缺乏自我意识所需的复杂身体反馈,因此导致虚拟表征不够完整。本研究结合神经科学和虚拟世界的研究成果,提出了在不同虚拟世界,特别是增强或减弱混合现实和整体虚拟现实中增强身体自我意识的理论方法。这是通过同步多感官刺激(视觉-触觉)、互感反馈和周身空间扩展(视觉-触觉和音频-触觉)来实现的。作为一篇叙事性评论,文章不仅提出了一种理论方法,还强调了未来应用这些见解进行实际实验的潜力。
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引用次数: 0
AI-induced emotions in L2 education: Exploring EFL students’ perceived emotions and regulation strategies L2 教育中人工智能引发的情绪:探索英语语言学生感知到的情绪和调节策略
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-11 DOI: 10.1016/j.chb.2024.108337
Lei Yang, Shu Zhao

The role of artificial intelligence (AI) has recently gained increasing attention among second language (L2) researchers. However, the emotional influences of AI-mediated instruction on English as a foreign language (EFL) students have remained an unaddressed line of research. To fill this lacuna, the present study took a qualitative approach to unveil the perceived emotions of a sample of 498 Chinese EFL learners and their corresponding emotional regulation strategies in AI-mediated L2 education. An open-ended questionnaire and a semi-structured interview were used to glean the data. The results of MAXQDA analysis evinced that Chinese EFL learners had experienced a wide spectrum of positive and negative emotions in light of AI-based L2 education. Moreover, it was found that the participants took advantage of different antecedent-focused and response-focused strategies to regulate their AI-induced emotions. The study discusses the implications of AI-based L2 education and calls for further research on the linkage of AI and L2 emotions.

最近,人工智能(AI)的作用越来越受到第二语言(L2)研究人员的关注。然而,以人工智能为媒介的教学对英语作为外语(EFL)的学生所产生的情感影响仍然是一个尚未解决的研究方向。为填补这一空白,本研究采用定性研究方法,以498名中国EFL学习者为样本,揭示他们在以人工智能为媒介的L2教育中的情绪感知及其相应的情绪调节策略。研究采用了开放式问卷和半结构式访谈来收集数据。MAXQDA分析的结果表明,中国的EFL学习者在以人工智能为媒介的L2教育中经历了广泛的积极和消极情绪。此外,研究还发现,被试采用了不同的前因关注策略和反应关注策略来调节人工智能引起的情绪。本研究探讨了基于人工智能的第二语言教育的意义,并呼吁进一步研究人工智能与第二语言情绪之间的联系。
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引用次数: 0
Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects 电子游戏中的暴力行为会影响攻击性和移情能力吗?对捷克青少年进行纵向研究,区分人内和人际之间的影响
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-10 DOI: 10.1016/j.chb.2024.108341
David Lacko, Hana Machackova, David Smahel

The associations between exposure to violent video games (VVG) and aggression/empathy have been extensively studied. VVG are often depicted as triggers for increased aggression and decreased empathy in line with the General Aggression Model. However, longitudinal evidence that distinguishes within- and between-person effects and focuses on various dimensions of aggression/empathy remains scarce. Drawing on representative sample of 3010 Czech adolescents (aged 13–17), data were collected over four waves to measure physical and verbal aggression, and cognitive and affective empathy. VVG was evaluated based on open-ended responses. A random-intercept cross-lagged panel model was employed to differentiate within- and between-person associations. VVG positively correlated with cognitive empathy, verbal aggression, and physical aggression at the between-person level. At the within-person level, two hypotheses were examined: the selection effect (effects of changes in aggression/empathy on changes in VVG) and the desensitization effect (effects of changes in VVG on alterations in aggression/empathy). All desensitization effects were statistically insignificant. Regarding selection effects, an increase in affective empathy was linked to a decrease in VVG. Conversely, an increase in physical aggression was associated with an increase in VVG, both positively and negatively, depending on the wave of data collection. Furthermore, the moderation effects of age and gender were tested at the within-person level. The positive (but not negative) effect of physical aggression on exposure to VVG was moderated by age, with a stronger effect evident among younger participants. These findings challenge the portrayal of VVG as a significant contributor to heightened aggression and decreased empathy in adolescents.

关于暴力电子游戏(VVG)与攻击性/移情之间的关系,已经进行了广泛的研究。根据 "一般攻击模型",暴力电子游戏通常被描述为增加攻击性和减少同情心的诱因。然而,能够区分人内效应和人际效应并关注攻击性/移情的不同维度的纵向证据仍然很少。本研究以具有代表性的 3010 名捷克青少年(13-17 岁)为样本,分四次收集数据,测量他们的身体和言语攻击性以及认知和情感移情能力。对VVG的评估基于开放式回答。采用随机截距交叉滞后面板模型来区分人内和人际关联。在人与人之间的层面上,VVG 与认知移情、言语攻击和身体攻击呈正相关。在人与人之间的层面上,研究了两个假设:选择效应(攻击性/移情的变化对 VVG 变化的影响)和脱敏效应(VVG 的变化对攻击性/移情变化的影响)。所有脱敏效应在统计学上都不显著。在选择效应方面,情感共鸣的增加与 VVG 的减少有关。相反,肢体攻击性的增加与 VVG 的增加有正反两方面的联系,这取决于数据收集的波次。此外,年龄和性别的调节作用也在个人层面上进行了测试。肢体攻击对 VVG 暴露的正向(而非负向)影响受到年龄的调节,年轻参与者的影响更明显。这些研究结果对将 VVG 视为导致青少年攻击性增强和移情能力下降的重要因素这一观点提出了质疑。
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引用次数: 0
Strategies to combat misinformation: Enduring effects of a 15-minute online intervention on critical-thinking adolescents 应对错误信息的策略:15 分钟在线干预对批判性思维青少年的持久影响
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-09 DOI: 10.1016/j.chb.2024.108338
Gábor Orosz , Laura Faragó , Benedek Paskuj , Péter Krekó

How is it possible to socialize adolescents to become more vigilant in spotting fake news? In the present preregistered, randomized controlled trial (N = 1476), we aimed to implement a scalable, online counter-misinformation intervention by promoting family-based prosocial values and putting them in an expert role to build resistance against misinformation among adolescents. In this intervention, participants were endowed with an expert role and requested to write a letter to their digitally less experienced relatives elucidating six strategies to identify misinformation. We found immediate effects of the intervention (d = 0.17), but these effects disappeared after four weeks. However, those high school students who followed the instructions (N = 791) and had a higher need for cognition demonstrated a substantial benefit in correctly spotting fake news four weeks after the intervention compared to the control group (d+1 SD need for cognition = 0.28, d+2 SD need for cognition = 0.51). The present work demonstrates the power of using classic social psychological components, such as a digital mindset, expertise role, and prosocial strategies, to achieve long-term behavioral change among certain adolescents. Our approach might complement prior nudge and inoculation interventions in the fight against misinformation in this age group.

怎样才能使青少年在识别假新闻时提高警惕?在本项预先登记的随机对照试验(N = 1476)中,我们旨在通过宣传以家庭为基础的亲社会价值观,并让他们扮演专家角色,在青少年中培养抵制虚假信息的能力,从而实施一项可扩展的在线反虚假信息干预措施。在这项干预措施中,参与者被赋予专家的角色,并被要求给他们数字经验较少的亲戚写一封信,阐明识别误导信息的六种策略。我们发现,干预效果立竿见影(d = 0.17),但这些效果在四周后消失了。然而,与对照组相比,那些听从指导(人数=791)且认知需求较高的高中生在干预四周后在正确识别假新闻方面表现出极大的优势(认知需求 d+1 SD = 0.28,认知需求 d+2 SD = 0.51)。本研究表明,利用经典的社会心理学要素,如数字心态、专业知识角色和亲社会策略,可以在某些青少年中实现长期的行为改变。我们的方法可能会对之前针对该年龄段青少年的误导和接种干预起到补充作用。
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引用次数: 0
Online grocery shopping recommender systems: Common approaches and practices 网上杂货购物推荐系统:常用方法和实践
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-09 DOI: 10.1016/j.chb.2024.108336
Laura Z.H. Jansen , Kwabena E. Bennin , Ellen van Kleef , Ellen J. Van Loo

Food recommender systems have been developed for the online environment to support shoppers in making informed decisions. These systems analyze the extensive data collected to infer consumer preferences and needs, providing relevant product recommendations accordingly. Despite the potential of recommender systems as a strategic marketing tool in the online grocery shopping environment, there has been limited effort to systematically analyze approaches of prior studies on recommender systems for online grocery shoppers along the five stages of recommendation delivery: (1) identify recommendation goal, (2) acquire consumer data, (3) compute, (4) evaluate, and (5) present the recommendation. Therefore, this paper examines the advancements in each stage of delivering grocery recommendations to consumers from 2018 to March 2023. We performed a search strategy resulting in 50 papers dedicated to recommender systems for online grocery shoppers, which contrasts with previous research that typically examined recipe and meal recommendations that were merely meant to inspire users on what to cook. Findings reveal a prevalence of preference-based systems with limited integration of explicit consumer data, and often lacking consent for implicit data usage. While advanced deep neural network models are getting more attention in the literature, evaluation methods tend to be system-oriented, overlooking essential user feedback and the efficacy of general metrics. This systematic literature review underscores the necessity for consumer engagement in system and interface design, aiming for grocery recommendation systems that improve customer experience, by ensuring inclusivity and prioritizing user-centered design.

为了帮助购物者做出明智的决定,人们开发了适用于在线环境的食品推荐系统。这些系统通过分析收集到的大量数据来推断消费者的偏好和需求,并据此提供相关的产品推荐。尽管推荐系统在网上食品杂货购物环境中具有作为战略性营销工具的潜力,但在系统分析先前针对网上食品杂货购物者的推荐系统的研究方法方面所做的努力还很有限,这些研究是按照推荐交付的五个阶段进行的:(1)确定推荐目标,(2)获取消费者数据,(3)计算,(4)评估,以及(5)提出推荐。因此,本文研究了从 2018 年到 2023 年 3 月向消费者提供杂货推荐的各个阶段的进展情况。我们采用了一种搜索策略,结果发现有 50 篇论文专门讨论了面向在线杂货购物者的推荐系统,这与以往的研究形成了鲜明对比,以往的研究通常研究食谱和膳食推荐,而食谱和膳食推荐仅仅是为了启发用户做什么菜。研究结果表明,基于偏好的系统非常普遍,但对显性消费者数据的整合有限,而且往往缺乏对隐性数据使用的同意。虽然先进的深度神经网络模型在文献中受到越来越多的关注,但评估方法往往以系统为导向,忽略了重要的用户反馈和一般指标的功效。本系统性文献综述强调了消费者参与系统和界面设计的必要性,旨在通过确保包容性和优先考虑以用户为中心的设计,建立能够改善客户体验的杂货推荐系统。
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引用次数: 0
Exploring privacy-personalization paradox: Facial recognition systems at business events 探索隐私-个性化悖论:商业活动中的面部识别系统
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-08 DOI: 10.1016/j.chb.2024.108335
Olena Ciftci , Katerina Berezina , Inna Soifer

The purpose of this study is to propose the theoretical model of artificial intelligence-based touchless technology adoption, in the context of facial recognition systems (FRSs) adoption by business event attendees. This research combines constructs of technology adoption and privacy-personalization paradox models with the construct derived from the contemporary context of perceived health risk at events. The study used a survey research design with a mental simulation that introduced an FRS to respondents via a video clip. The results of structural equation modeling based on 199 responses show that performance expectancy and trust in the system positively impact the intention to use FRSs at business events. While lacking direct effects on the adoption intention, effort expectancy demonstrates a significant influence on performance expectancy, and perceived personalization serves as a significant predictor of trust in the system. Perceived health risks of attending a business event did not reveal statistically significant effects on performance expectancy and intention to use FRSs. However, further investigation shows that perceived health risk moderates the effects of privacy concerns on trust and intention to use FRSs.

本研究的目的是在商业活动参与者采用面部识别系统(FRS)的背景下,提出基于人工智能的非接触式技术采用理论模型。本研究将技术采用和隐私个性化悖论模型的构建与活动中感知到的健康风险这一当代背景下的构建相结合。研究采用了调查研究设计,并通过视频短片向受访者介绍了一种心理模拟 FRS。基于 199 个回答的结构方程建模结果表明,绩效预期和对系统的信任会对在商业活动中使用快速反应救生系统的意愿产生积极影响。虽然对采用意向缺乏直接影响,但努力期望对绩效期望有显著影响,而感知到的个性化是系统信任的一个重要预测因素。参加商务活动的健康风险感知对绩效预期和使用 FRS 的意向没有显示出统计学上的显著影响。然而,进一步的调查表明,感知到的健康风险调节了隐私问题对信任和使用 FRS 意向的影响。
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引用次数: 0
Psychological factors leading to sextortion: The role of personality, emotional factors and sexual needs in victimisation 导致sextortion的心理因素:人格、情感因素和性需求在受害中的作用
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-05 DOI: 10.1016/j.chb.2024.108323
Calli Tzani, Maria Ioannou, Rachel Fletcher, Thomas James Vaughan Williams

Sextortion often begins with a perpetrator contacting a victim through social media platforms, dating websites, or messaging applications. Victims share their explicit content, allowing the perpetrator to gain control by threatening to expose this material unless demands are met. The limited extant literature on this topic highlights a vast demographic of victims and serious consequences following victimisation. Given its interactional nature, the current, exploratory study examines psychological factors leading to sextortion. Specifically, personality traits, emotional factors, and sexual needs are investigated as predictors of victimisation. These psychological factors have been much neglected in the literature, despite having strong associations with sextortion-related online behaviours. Utilising data from 89 victims (73 males, 16 females; Mage = 24.73) and 212 non-victims (42 males, 170 females; Mage = 28.55) collected via an online survey, a series of t-tests and regressions were conducted to examine the objectives. Results showed that conscientiousness and emotionality were negatively predictive, and attachment-related anxiety and need for sex were positively predictive of victimisation. A comprehensive model containing these predictors correctly classified 76.1% of cases, indicating potential to measure psychological vulnerability to financial sextortion. With the majority of respondent victims being adult men experiencing financial demands, the discussion details the implications of this research on this group in particular, as well as study limitations.

Sextortion 通常始于犯罪者通过社交媒体平台、约会网站或消息应用程序与受害者联系。受害者分享自己的露骨内容,让犯罪者威胁说除非满足要求,否则就会曝光这些材料,从而获得控制权。有关这一主题的现存文献有限,其中强调了大量受害者和受害后的严重后果。鉴于其互动性质,当前的探索性研究探讨了导致sextortion的心理因素。具体来说,研究将人格特质、情感因素和性需求作为受害的预测因素。尽管这些心理因素与sextortion相关的网络行为有密切联系,但在文献中却备受忽视。本研究利用通过在线调查收集的 89 名受害者(73 名男性,16 名女性;Mage = 24.73)和 212 名非受害者(42 名男性,170 名女性;Mage = 28.55)的数据,进行了一系列 t 检验和回归,以检验研究目标。结果显示,自觉性和情绪性对受害具有负向预测作用,而与依恋相关的焦虑和性需求对受害具有正向预测作用。一个包含这些预测因素的综合模型正确地对 76.1%的案件进行了分类,这表明该模型具有测量经济性性敲诈心理脆弱性的潜力。由于大多数受访的受害者都是有经济需求的成年男性,讨论中详细阐述了这项研究对这一群体的影响,以及研究的局限性。
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引用次数: 0
Effectiveness of telemedicine on common mental disorders: An umbrella review and meta-meta-analysis 远程医疗对常见精神障碍的疗效:综述和元分析
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-04 DOI: 10.1016/j.chb.2024.108325
Jiong Chen , Can Li , Kai An , Xueting Dong , Jingyun Liu , Hong Wu

Background

and aims: Common Mental Disorders (CMD) emerged as a substantial global burden, emphasizing the necessity of investigating effective treatment modalities, particularly in telemedicine. This umbrella review and meta-meta-analysis systematically evaluated telemedicine's effectiveness for CMD.

Methods

Key databases (PsycINFO, PubMed, EMBASE, Cochrane Library) were searched for telemedicine interventions targeting CMD, including depression and anxiety. The interventions included video conferencing, mobile applications, remote monitoring, and other communication technologies. Multiple subgroup analyses were conducted based on diverse outcomes, populations, and severity levels to gauge real-world effectiveness. The study, registered on PROSPERO (CRD42023452382), began in October 2022, with analysis from June to August 2023 and an update in April 2024.

Results

The umbrella review included 191 systematic reviews, and the meta-meta-analysis incorporated 72 meta-analyses, assessed for quality using the AMSTAR-2 tool. Results showed significant differences in depression outcomes between telemedicine and positive controls (SMD = −0.29) and blank controls (SMD = −0.53), both P < 0.001. For anxiety, effects were also notable (SMD = −0.26 for positive controls, SMD = −0.68 for blank controls, both P < 0.001). Telemedicine had no significant impact on adolescents but significantly improved depression (SMD = −0.49, P < 0.001) and anxiety (SMD = −0.37, P < 0.001) in adults. Across mild and severe CMD cases, telemedicine consistently demonstrated positive effects with no subgroup variations (both SMD = −0.47, P < 0.001).

Conclusions

In summary, telemedicine interventions showcase effectiveness comparable to traditional face-to-face methods in treating CMD. Furthermore, compared to blank controls, telemedicine exhibits significant therapeutic effectiveness.

背景和目的:常见精神障碍(CMD)已成为全球性的沉重负担,因此有必要研究有效的治疗方式,尤其是远程医疗。本综述和荟萃分析系统地评估了远程医疗对常见精神障碍(CMD)的有效性。方法主要数据库(PsycINFO、PubMed、EMBASE、Cochrane Library)检索了针对CMD(包括抑郁和焦虑)的远程医疗干预措施。干预措施包括视频会议、移动应用、远程监控和其他通信技术。根据不同的结果、人群和严重程度进行了多个分组分析,以衡量实际效果。该研究在PROSPERO(CRD42023452382)上注册,于2022年10月开始,分析时间为2023年6月至8月,更新时间为2024年4月。结果总综述包括191篇系统综述,荟萃分析包括72篇荟萃分析,采用AMSTAR-2工具进行质量评估。结果显示,远程医疗与阳性对照组(SMD = -0.29)和空白对照组(SMD = -0.53)的抑郁结果存在明显差异,P 均为 0.001。在焦虑方面,效果也很显著(阳性对照组的 SMD = -0.26,空白对照组的 SMD = -0.68,均为 P <0.001)。远程医疗对青少年没有明显影响,但对成年人的抑郁(SMD = -0.49,P <0.001)和焦虑(SMD = -0.37,P <0.001)有明显改善。总之,远程医疗干预在治疗慢性阻塞性肺病方面的效果与传统的面对面方法不相上下。此外,与空白对照相比,远程医疗具有显著的治疗效果。
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引用次数: 0
Not easy to get off track: Motivational trajectories of learners completing a non-formal online course 不易偏离轨道:完成非正规在线课程的学习者的动机轨迹
IF 9.9 1区 心理学 Q1 Arts and Humanities Pub Date : 2024-06-03 DOI: 10.1016/j.chb.2024.108322
Maria Klose , Philipp Handschuh , Diana Steger , Cordula Artelt

Non-formal learning is becoming increasingly important in everyday life. Both the availability of open online learning opportunities and the number of participants in online courses continue to grow. Initially learners report high levels of motivation, but completion rates tend to be low. In the present study, we examined motivational trajectories of learners completing a non-formal online course. To this end, 450 learners of 49 open online courses offered by Bavarian universities completed up to three online questionnaires throughout the course. First, we used latent profile analysis to explore motivational trajectories within five subtypes of situational motivation, which resulted in four different motivational profiles. However, all profiles were characterized by remarkable stability over time, and differences only in the actual levels of the five motivational subtypes. Second, we used bivariate latent change score models to focus on differences of change in intrinsic motivation when analyzing simultaneously with situational interest. In addition, we considered self-regulation and mastery goal orientation as predictors of change in motivation. For intrinsic motivation there was only a small mean change and compensating effect from T1 to T2. We discuss the findings in the light of the fact that there are high dropout rates in non-formal online courses and offer practical advice on how to better address non-completers in future research.

非正规学习在日常生活中越来越重要。开放式在线学习机会和在线课程参与者的数量都在持续增长。最初的学习者表示学习动机很强,但完成率往往很低。在本研究中,我们考察了学习者完成非正规在线课程的动机轨迹。为此,巴伐利亚大学提供的 49 门开放式在线课程的 450 名学习者在整个课程期间填写了多达三份在线问卷。首先,我们使用潜特征分析法探索了情景动机五个子类型中的动机轨迹,得出了四种不同的动机特征。然而,随着时间的推移,所有轮廓都具有显著的稳定性,只有五个动机亚型的实际水平存在差异。其次,我们使用了二元潜变得分模型,重点分析内在动机与情境兴趣同时分析时的变化差异。此外,我们还将自我调节和掌握目标导向作为动机变化的预测因素。在内在动机方面,从 T1 到 T2 只有很小的平均变化和补偿效应。鉴于非正规在线课程的辍学率较高,我们对研究结果进行了讨论,并就如何在未来研究中更好地解决未完成课程者的问题提出了实用建议。
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Computers in Human Behavior
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