Abstract
Over the past decade there has been a growing concern for higher education to pay greater attention to the development of students’ generic skills. The development of generic skills requires learning settings that focus on process and student-centered learning. According to the potential benefits of using role-playing and video production as learning activity, it is presumed that integrating the two into curriculum creates a good platform that helps in the development of various types of generic skills. As prior research demonstrated that students’ attitude towards learning would have a direct influence on students’ learning behavior and outcome, this research study aims to investigate the relationship between students’ attitude towards role-playing video production project (RVP) and the improvement of students’ generic skills. This study also examines if there is any association between students’ perception of using smartphones in learning and their generic skills enhancement.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behavior. New York: Prentice-Hall.
Billings, D. M. (2012). Role-Play revisited. The Journal of Continuing Education in Nursing, 43(5), 201–202. Retrieved April 8, 2013, from http://dx.doi.org/10.3928/00220124-20120424-04
Brown, S. A., Massey, A. P., Montoya-Weiss, M. M., & Burkman, J. R. (2002). Do I really have to? User acceptance of mandated technology. European Journal of Information Systems, 11(4), 283–295.
Chapman, E., & O’Neill, M. (2010). Defining and assessing generic competencies in Australian universities: Ongoing challenges. Education Research and Perspectives, 37(1), 105–125.
Cox, A. M., Vasconcelos, A. C., & Holdridge, P. (2010). Diversifying assessment through multimedia creation in a non-technical module: Reflections on the MAIK project. Assessment & Evaluation in Higher Education, 35(7), 831–846.
Freudenberg, B., Brimble, M., & Cameron, C. (2011). WIL and generic skill development: The development of business students’ generic skills through work-integrated learning. Asia-Pacific Journal of Cooperative Education, 12(2), 79–93.
Frey, A., Faul, A., & Yankelov, P. (2003). Student perceptions of web-assisted teaching strategies. Journal of Social Work Education, 39(3), 443–457.
Fung, H., & Ma, W. W. K. (2013). Exploring the effectiveness of hybrid learning in accounting information systems – An empirical study. In S. K. S. Cheung et al. (Eds.), Hybrid learning and continuing education (LNCS 8038, pp. 178–189). Berlin/Heidelberg: Springer.
Fung, H., & Yuen, A. (2012). Factors affecting students’ and teachers’ use of LMS – Towards a holistic framework. In S. K. S. Cheung et al. (Eds.), Hybrid learning (LNCS 7411, pp. 306–316). Berlin/Heidelberg: Springer.
Gikas, J., & Grant, M. M. (2013). Mobile computing devices in higher education: Student perspectives on learning with cellphones, smartphones & social media. Internet & Higher Education, 19, 18–26.
Greene, H., & Crespi, C. (2012). The value of student created videos in the college classroom – An exploratory study in marketing and accounting. International Journal of Arts and Sciences, 5(1), 273–283.
Gromik, N. A. (2012). Cell phone video recording feature as a language learning tool: A case study. Computers & Education, 58(1), 223–230.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis: A global perspective (7th ed.). Upper Saddle River: Pearson.
Herrington, J., & Parker, J. (2013). Emerging technologies as cognitive tools for authentic learning. British Journal of Educational Technology, 44(4), 607–615.
Hong Kong Computer Society (HKCS) Youth Club. (2013). Survey report on smartphone using and consumption habit of Hong Kong Students. Retrieved March 20, 2014, from https://www.hkcs.org.hk/en_hk/misc/press_release/20131104_1_eng.pdf
Hung, V. H. K., Keppell, M., & Jong, M. S. Y. (2004). Learner as producers: Using project based learning to enhance meaningful learning through digital video production. In R. Atkinson, C. McBeath, D. Jonas-Dwyer, & R. Phillips (Eds.), Beyond the comfort zone: Proceedings of the 21svt ASCILITE Conference (Vol. 1, pp. 428–436). Perth: ASCILITE.
Joyner, B., & Young, L. (2006). Teaching medical students using role play: Twelve tips for successful role plays. Medical Teacher, 28(3), 225–229.
Kearney, M., & Schuck, S. (2006). Spotlight on authentic learning: Student developed digital video projects. Australasian Journal of Educational Technology, 22(2), 189–208.
Kember, D., & Leung, D. Y. P. (2009). Development of a questionnaire for assessing students’ perceptions of the teaching and learning environment and its use in quality assurance. Learning Environments Research, 12(1), 15–29.
Lei-Da, C., Achita, M., & Frolick, M. N. (2003). Investigating the use of role play training to improve the communication skills of IS professionals: Some empirical evidence. The Journal of Computer Information Systems, 43(3), 67–74.
Low, M., Samkin, G., & Liu, C. (2013). Accounting education and the provision of soft skills: Implications of the recent NZICA CA academic requirement changes. E-Journal of Business Education & Scholarship of Teaching, 7(1), 1–33.
Luca, J., & Oliver, R. (2002). Developing an instructional design strategy to support generic skills development. In Australasian Society for Computers in Learning in Tertiary Education (ASCILITE). Conference (19th: 2002). Auckland: UNITEC Institute of Technology.
Naismith, L., Lonsdale, P., Vavoula, G., & Sharples, M. (2004). Literature review in mobile technologies and learning. Harbourside/Bristol: Futurelab.
Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory. New York: McGraw-Hill.
Oreilly, P. (2013). Implementing and assessing student performance skills and learning: A policy role-playing exercise. International Journal of Education, 5(1), 103–119.
Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational Technology Research and Development, 56(4), 487–506.
Shapiro, S., & Leopold, L. (2012). A critical role for role-playing pedagogy. TESL Canada Journal, 29(2), 120–130.
Stroessner, S. J., Beckerman, L. S., & Whittaker, A. (2009). All the world’s a stage? Consequences of a role-playing pedagogy on psychological factors and writing and rhetorical skill in college undergraduates. Journal of Educational Psychology, 101(3), 605–620.
Taleb, Z., & Sohrabi, A. (2012). Learning on the move: The use of mobile technology to support learning for university students. Procedia – Social and Behavioral Sciences, 69, 1102–1109.
Vandsburger, E., & Duncan-Daston, R. (2011). Evaluating the study guide as a tool for increasing students’ accountability for reading the textbook. Journal of College Reading and Learning, 42(1), 6–23.
Yassin, S., Hasan, F. A., Amin, W., & Amiruddin, N. (2008). Implementation of Generic Skills in the Curriculum. In EDU-COM international conference (2008: 4th). Khon Kaen.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Appendix: Survey Instrument Items
Appendix: Survey Instrument Items
Constructs: items | M | SD | aCumulative percent | |
---|---|---|---|---|
Student’s attitude towards the video production project (ATT) | ||||
ATT1 | It was an innovative assignment | 4.71 | 1.164 | 61.6 |
ATT2 | It was an enjoyable experience | 4.66 | 1.206 | 55.6 |
ATT3 | It was a fair assessment task | 4.43 | 1.105 | 46.6 |
ATT4 | I am glad that I have involved in the project | 4.65 | 1.097 | 53 |
ATT5 | It was an interesting experience | 4.74 | 1.187 | 59.6 |
ATT6 | It was a useful experience | 4.49 | 1.142 | 49.7 |
ATT7 | It was a positive learning experience | 4.84 | 0.990 | 62.7 |
Student’s perception of using smartphone in learning (PHO) | ||||
(Adopted from Greene and Crespi 2012) | ||||
PHO1 | In general, smartphone is a valuable tool in my university study | 5.36 | 1.012 | 82.0 |
PHO2 | Using smartphone to do learning task is interesting | 4.82 | 1.118 | 62.7 |
PHO3 | Using smartphone to do learning task is innovative | 4.74 | 1.155 | 56.7 |
PHO4 | Using smartphone to do learning task is motivating | 4.65 | 1.238 | 50.3 |
Student’s perceived improvement in generic skill (GEN) | ||||
(Adopted from Kember and Leung 2009) | ||||
GEN1 | (Critical thinking) I have become more willing to consider different points of view | 4.75 | 0.969 | 63.3 |
GEN2 | (Self-management learning) I have become more confident of my ability to pursue further learning | 4.55 | 1.033 | 48.7 |
GEN3 | (Adaptability) I have learnt how to be more adaptable | 4.79 | 0.945 | 62.0 |
GEN4 | (Adaptability) I have become more willing to change my views and accept new ideas | 4.85 | 1.052 | 65.3 |
GEN5 | (Problem-solving) I have improved my ability to use knowledge to solve problems in my study | 4.78 | 0.929 | 64.5 |
GEN6 | (Communication skills) I have developed my ability to communicate effectively with others | 4.94 | 0.964 | 68.0 |
GEN7 | (Communication skills) I have improved my ability to express ideas | 4.83 | 0.979 | 64.7 |
GEN8 | (Interpersonal skills and group work) I have learnt to become an effective team member | 4.91 | 0.929 | 71.3 |
GEN9 | (Interpersonal skills and group work) I feel confident in dealing with a wide range of people | 4.77 | 1.071 | 65.3 |
Rights and permissions
Copyright information
© 2015 Springer Science+Business Media Singapore
About this paper
Cite this paper
Fung, H., Ma, W.W.K. (2015). Investigating the Relationship Between Students’ Attitude Towards Video Production Project and Their Generic Skills Enhancement. In: Ma, W., Yuen, A., Park, J., Lau, W., Deng, L. (eds) New Media, Knowledge Practices and Multiliteracies. Springer, Singapore. https://doi.org/10.1007/978-981-287-209-8_22
Download citation
DOI: https://doi.org/10.1007/978-981-287-209-8_22
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-287-208-1
Online ISBN: 978-981-287-209-8
eBook Packages: Humanities, Social Sciences and LawEducation (R0)