Raising Students’ Motivation in Terms of Blended Learning:
The Example of Interface Design Mastering
Liudmyla I. Bilousova
1 a
, Liudmyla E. Gryzun
2 b
and Natalia V. Zhytienova
3 c
1
Independent researcher, Professor, Israel
2
Simon Kuznets Kharkiv National University of Economics, 9A Nauky Ave., Kharkiv, 61166, Ukraine
3
H. S. Skovoroda Kharkiv National Pedagogical University, 2 Valentynivska Str., Kharkiv, 61168, Ukraine
Keywords:
Learning Motivation, Blended Learning, Blended Learning Activities, Interactive Methods, User Interface
Design, Pre-Service Specialists’ Training.
Abstract:
The problems of raising students’ motivation in terms of blended learning implementation at national universi-
ties are discussed in the paper in the context of interface design mastering by the students of various specialties.
In the progress of work, there were analyzed the core features and challenges of blended learning, and covered
the ways of enrichment of the blended learning techniques (flipped learning, gamification, digital storytelling,
cooperative learning etc.) with interactive methods and forms of work. The experience of interactive methods
practical realization in the process of the user interface design mastering by university students is presented.
It is also covered the preparation stage of the survey on the estimation of the students’ motivation. The survey
was designed to evaluate whether the interactive methods introducing into the blended learning activities is in
line with the aforementioned rules and detect what students’ motivation levels are. The results of the survey,
according to the levels of students’ motivation are presented and discussed. The prospects of the research are
outlined.
1 INTRODUCTION
According to recent studies, there is an increasing fo-
cus on the students’ retention at university and accom-
plishing their higher education. For instance, the per-
centage of the university dropouts is pointed out as
quite high (40% in USA, and about 10% in Europe)
(Eur, 2023). Consequently, it raises the urgency of
identifying factors that can cause decreasing the stu-
dents’ dropouts. Among the reasons for students leav-
ing higher education (Bonfield et al., 2020; Eur, 2023;
Hanson, 2022), there were identified some factors as
affecting student’s retention and their educational suc-
cess: (1) trainee’s characteristics including their moti-
vation and cognitive abilities; (2) university surround-
ing comprising teaching quality, learning strategies
and interactions with peers and educational staff; and
(3) external factors connected with non-academic ex-
ternal problems (current job market situation, family
responsibilities).
a
https://orcid.org/0000-0002-2364-1885
b
https://orcid.org/0000-0002-5274-5624
c
https://orcid.org/0000-0002-3083-1070
According to a psycho-educational dimension,
motivation to learn is understood as a student’s energy
and drive to learn, work efficiently and realize their
potential (Islam et al., 2018; Ibrahim and Nat, 2019).
In numerous works motivation is considered as an im-
portant contributor to trainee’s academic success and
essential for their retention in higher education.
The issues of student’s motivation boosting in
terms of blended learning are widely discussed by the
researchers. Especially urgent this problem is seen for
the blended learning models with the focus on distant
learning which are currently getting more common
due to pandemic and war conflict situations. Despite
the great advantages of the blended learning versus
conventional classroom education, there are serious
drawbacks and challenges of its successful implemen-
tation in the university studying pointed out by the re-
searchers and practitioners.
In particular, it is stressed not satisfactory didactic
and methodological provision in the context of cur-
rent educational process. In addition, it is pointed out
that in order to succeed, the correct blending of the
conventional and online educational delivery needs to
be realized. Conventional approaches to the learning
Bilousova, L., Gryzun, L. and Zhytienova, N.
Raising Studentsâ
˘
A
´
Z Motivation in Terms of Blended Learning: The Example of Interface Design Mastering.
DOI: 10.5220/0012066600003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 629-643
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
629
aids creation, educational content design, and tech-
niques of tutoring do not totally suit blended learning
paradigm and do not enable to involve students prop-
erly into active learning process. One more problem
in this context is associated with the fact that univer-
sity curriculum is recently guided mostly by cognitive
approaches rather than by motivation theory, there-
fore learners’ motivation to study is undervalued (Is-
lam et al., 2018; Ibrahim and Nat, 2019).
The said problems cause students’ passive posi-
tion at blended learning, lack of classroom atmo-
sphere and interactivity, losing their cognitive inter-
est, not satisfactory academic results, which finally
leads to decreasing of students’ motivation to master
educational content and obtain top level professional
expertise.
Thus, it is essential to find out the approaches to
motivation boosting based on the involving students
into the blended learning activities enriched with in-
teractive methods.
The aim of the paper is to elaborate and cover the
ways of raising students’ motivation at blended learn-
ing and to probe them at user interface mastering in
the progress of the university students’ training.
2 THEORETICAL BACKGROUND
Theoretical framework of the research is made by the
analysis of the (1) fundamentals of motivation the-
ory; (2) main characteristics of blended learning and
its typical learning techniques used in the practice of
blended learning; (3) basic approaches to the master-
ing of the fundamentals of user interface design in the
training of different specialists.
According to motivation theory and its educa-
tional dimensions, motivation to learn is defined as
the personal efforts which encourage to learning ac-
tivities, ensure their continuity and point direction to
the activities with the aim at achievement of student’s
desired goals (Puspitasari, 2012). Learning motiva-
tion is seen as a psychological factor that plays a role
in raising the spirit of learning for individuals. Moti-
vation to learn is characterized as a drive of the tuto-
rial process and significantly contributes to reaching
the goal of taking the benefit from the learning, what
is especially essential for professional university edu-
cation.
It is also underlined by the researchers the tight
connection between motivation and academic results
of a student. It is recommended to analyze the factors
which influence the learning outcomes in the context
of learning motivation that is considered as a neces-
sary requirement for studying, providing enthusiasm
in overcoming leaning difficulties (Alderfer, 1969).
Some experts also look at learning motivation as at
the student’s eagerness to do the learning activities
driven by the desire to achieve the best achievement
and academic results (Sofyan and Uno, 2004).
According to Keller (Keller, 1987), the most com-
mon factors that affect motivation in the process of
learning are: attention, appealing to learner’s past ex-
perience, positive attitude, and satisfaction. It is ar-
gued that provision of all these ingredients may pro-
mote and sustain motivation throughout the learning
process (Keller, 1987, 2010). It is also formulated
core rules that have to be met in the progress of tu-
toring to provide these components (Huang and Hew,
2016).
According to the first rule, a variety of learning
strategies should be implemented to attract and re-
tain learners’ attention. The second rule recommends
to set clear instructional goals and provide learners
with educational content which refers to learner’s past
experience (academic or working one). The third
rule which is responsible for shaping student’s confi-
dence says that learning environment should promote
learners’ positive attitude to the tutoring process and
suggest focusing towards success. According to the
fourth rule, it is essential to help students gain satis-
factory feeling.
It is also pointed out that on condition the first
three rules are met, students’ overall satisfaction will
be enhanced accordingly (Keller and Kopp, 1987;
Keller, 2010). According to studies (Petsche, 2009;
Ormrod et al., 2019) motivation may have different
kinds of influence on the student’s learning and their
behavior toward subjects mastering. For instance, the
motivation can: (1) direct learner’s behavior toward
proper aims; (2) lead to increased effort and energy;
(3) raise initiation and persistence in doing learning
activities; (4) strengthen cognitive processes; (5) lead
to better performance.
There are distinguished two kinds of learning mo-
tivation: internal and extrinsic motivation (Petsche,
2009; Ormrod et al., 2019).
Intrinsic motivation typically arises without obvi-
ous reward. As an own reward, a person takes ac-
complishing the task or achieving their goal. Inter-
nally motivated behavior is said to be natural, and is
considered to result in creativity and flexibility, expe-
rience of interest and enjoyment, and in feelings of
being competent and self-determined.
Extrinsic motivation arrives from the outside a
learner, and is driven by the apparent rewards or re-
inforcements for learners to engage them in the ac-
tivities. The motivational rewards may include ver-
bal praise, higher points, special beiges that can lead
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
630
to academic privileges, certificates etc. The external
motivation factors provide student’s satisfaction and
joy which the activity itself and their results may not
give to a learner. Thus, it can be a challenge for ed-
ucational staff to find out special stimulus as external
motivation factors to provoke student’s cognitive in-
terest which can lead to raising his internal motivation
and taking pleasure of learning activities and obtained
results.
The process of students’ motivating to learning
is seen as a way of their encouraging to productive
cognitive activities and active mastering of the edu-
cational content. This process has the features of a
certain cycle which is repeated at each segment of
learning on higher level. Therefore, educational staff
have to provide each stage of motivational cycle with
the help of special methods and techniques. Among
them experts distinguish such stimulation techniques
as communicative attack, suggestion, overcoming dif-
ficulties, positive expression shaping etc., and empha-
size the increasing role of communication and interac-
tion during learning. In particular, it is recommended
to develop and apply the interactive forms of learning
focused on the provoking students’ cognitive interest
and involving them into productive cognitive activi-
ties. In lots of works it is proved the connection of
motivation with students’ engagement and interactive
strategies of learning which is coordinated perfectly
well with the stimuli both for intrinsic and extrinsic
motivation. It is pointed out, that interactive forms
of learning are able to demonstrate students their per-
sonal role in common productive discussion, to make
them understand the importance of their own contri-
bution into common result, to feel pleasure of learn-
ing, which finally can influence on their learning mo-
tivation.
For successful blended leaning implementation,
the introducing of interactive methods is seen also
beneficial (Vakaliuk et al., 2021; Vlasenko et al.,
2021; Dellatola et al., 2020). Thus, it is possible to an-
ticipate the positive impact of enrichment of blended
learning techniques with different kinds of relevant
interactivity on students’ motivation.
Covering main characteristics of blended learning
and current challenges of its implementation in na-
tional higher educational practice, we would like to
emphasize the following aspects.
Blended learning is considered as a combination
of face-to-face and virtual learning, when educational
content is presented and worked out online but with
some features of typical classroom studying. Ac-
cording to Wear and Levenson (Wear and Levenson,
2020), the core goal of the virtual learning is to pro-
vide the access to education with technology support
and enable a learner to achieve their personal educa-
tional targets. The final outcome of virtual learning
is a distant learning provided by an online learning
management system. These online systems enable
trainees to get access to the necessary materials and
trainers’ responses at their outworking from any point
with the Internet access. This model of blended learn-
ing is called online driver. However, it is concluded
that the model is not effective enough, because the
students’ learning activity is not managed by the edu-
cational staff.
Researchers and practitioners find more appropri-
ate for higher education two other blended learning
models: flex model (mostly focuses on the online
learning with trainers’ support during online stud-
ies on a flexible basis) and rotation model (provides
interchanging of in-person and online tutorial pro-
cess). Their main benefits are sufficient levels of the
control over the students’ learning, and of flexibil-
ity, as the learners are provided with tailored learning
techniques and platforms designed regarding blended
learning strategy. In particular, the researchers and
practitioners (Adel and Dayan, 2021; Wear and Lev-
enson, 2020) point out that the learning systems in
flex and rotation models are ought to be designed tak-
ing into account core features of the national educa-
tional systems, current peculiarities of tutoring pro-
cess, trainees’ needs etc.
In this connection, it is also emphasized that
within any model of blended learning, it is essential
to pick up proper learning techniques, which causes
necessity to analyze common ones, available in the
practice of blended learning. There are described
some attempts to create the system of blended learn-
ing activities which might provide trainees with a total
learning model, successfully using digital technolo-
gies and blending them with conventional learning
techniques (Wear and Levenson, 2020). In the terms
of blended learning, in particular, it is pointed out the
benefit of using the system of the learning methodolo-
gies such as flipped learning approach, gamification
strategy, digital storytelling, team work, cooperative
learning and others. However, other researchers ar-
gue that these kinds of learning activity systems are
not efficient enough for students’ motivation raising,
and must be improved in the lines of attracting rather
interactive methods into said blended learning tech-
niques regarding the challenges in terms of efficient
communication (Dellatola et al., 2020).
Among the influential factors of successful elabo-
ration of blended learning in higher education, it is
also relevant to include the factor of regarding the
specifics of the subject area and the features of exact
academic subject due to the great variety of majors
Raising Studentsâ
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631
and difference of the curriculum disciplines. There-
fore, the blended learning of the specific subject has
to involve the trainees into special kinds of learning
activities which are able to influence on their motiva-
tion to master exactly this subject domain and for the
trainees of the exact major. The said learning activ-
ities must be selected in accordance with the proper
educational content, also designed regarding the pe-
culiarities of training the specific pre-service special-
ists.
Here we would like to cover authors’ approaches
to the mastering of the fundamentals of user inter-
face design in the training of different specialists, par-
tially based on our previous works (Bilousova et al.,
2021b,a).
The focus on the educational challenges in this
field is caused by the evidence of the national course
on the digitalization of economy which raises the ur-
gency of the training high level specialists in differ-
ent areas who have advanced digital skills. Among
such skills there is a competence in the field of user
interface and user experience design (UI/UX design)
which is essential today for a wide range of pro-
fessionals from pure IT specialists to the experts in
digital products development, marketing and human-
computer interaction.
In our earlier works we presented special ap-
proach to the curriculum building for students’ train-
ing in this area which was elaborated with understand-
ing that UI/UX design is complicated subject domain
that integrates the set of related areas, like graph-
ical design, software development, digital products
promotion, psychology, engineering, ergonomics and
others. Thus, a designer is expected to master special
inter-discipline knowledge and skills.
Characterizing our approach to the curriculum and
educational content building for potential specialists’
learning of the basics of UI/UX design, we would
point out that it was also created based on the anal-
ysis of the essence of the UI/UX design and role of its
mastering in the vocational training of different spe-
cialists.
In fact, the UI design rather focuses on the product
appearance and supplies exactly interaction functions
(Bilousova et al., 2021b). UI design is developed on
some core regulations shaped regarding mostly the
psychological features of the human perception of in-
formation, influence of visual language on this pro-
cess, peculiarities of human interaction with devices
and their software (Mikhnova, 2019). UX design dif-
fers from UI type of design. It is understood by the ex-
perts as a tool for provision of the best user’s impres-
sion, practice and satisfaction of the interaction with
the product of any kind (Platonova, 2019). It rests
on the deep understanding of the user’s profile, their
needs and requirements; functionality of the product;
possible user’s behavior etc.
However, the both types of design are two sides
of the same process and serve the same purpose of
the best final marketing result, using different means.
Hence, the mastering of the UI/UX fundamentals by
the students of different branches should rest on un-
derstanding of some unique postulates and common
instruments, and at the same time reflect the state-of-
art tendencies in design shaped in different branches.
Thus, it was offered the practically-driven ap-
proach to the building of educational content for
learning of UI/UX design basics which expects sep-
aration of the two parts (stable and varying) in the
curriculum of the potential specialists’ training.
The stable part includes the modules covering
general fundamentals of the design that rest on com-
mon principles and must be mastered by the design-
ers in any sphere. It was justified (Bilousova et al.,
2021b) the structure and content of three academic
modules of the stable part of the curriculum. The first
module “Psychological base of visual perception” is
aimed at forming the students’ knowledge for realiz-
ing the psychological mechanisms and features of vi-
sual information perception. In addition, in the mod-
ule it is discussed widely the psychological signifi-
cance of the graphical image semantics due to the
involvement of various information channels (logi-
cal, aesthetic, semantic) and their roles in the shap-
ing of visual image in human mind (Mikhnova, 2019;
Platonova, 2019).
Next module “Graphic interface design” of the
stable part is dedicated to mastering basics of the
graphical interface creation based on the principles
of visual language application. Here it is learnt how
to create and render the interface ideas using col-
ors, typography, imagery, bootstraps etc., how to add
visual anchors, and how to make interface function
smoothly and in user-centric way. Thus, the module
gives the trainees understanding of the peculiarities of
both types of design and at the same time, their joint
role in the successful interface creation. The final
module “Tools for interface design” of the stable part
of the UI/UX design university curriculum is expected
to focus on practical work in one of the common en-
vironments (for example, in Figma) for the interface
development. In fact, Figma is known an online de-
sign tool which enables to make mockups, interactive
animations, and efficient apps prototypes (Bilousova
et al., 2021b; Mikhnova, 2019). Figma environment
also arranges version control, joint work opportuni-
ties, code generation and other essential features. In
such a way, regarding Figma facilities, the process of
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
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the clickable prototype design is greatly coordinated
with the multi-step process towards the software de-
velopment, demonstrating the role of both UI and UX
design at each stage of this practice. This promotes
cultivating of the best experience for potential design-
ers in any sphere. Thus, Figma is seen to be a state-of-
art universal instrument of a designer and it is really
beneficial for the trainees of different majors to master
basics of UI/UX design on Figma platform. Finally,
resting on the psychological knowledge and design
skills obtained in the previous modules, the students
will apply this methodology within the third module
to produce a digital prototypes of their apps, working
out the UI/UX design mastery.
The stable part of the UI/UX design curriculum
of the potential specialists’ training, according to our
approach to the building of educational content, must
be extended by the modules of varying part. They
are recommended to concentrate on the learning other
special tools appropriate for solving interface design
problems in different subject domains including the
facilities of a number of environments (such as Adobe
Photoshop, Adobe XD, InVision, Sketch, Adobe Il-
lustrator etc.) (Bilousova et al., 2021b).
Thus, the theoretical framework depicted above
served a basis for our research covered in the follow-
ing up chapters.
3 RESULTS AND DISCUSSION
3.1 The Ways of Enrichment of the
Blended Learning Techniques with
Interactive Methods
Basing on the provided theoretical framework, we are
going to present distinguished learning methodolo-
gies (flipped learning approach, gamification strategy,
digital storytelling, cooperative learning etc.) within
the flex model of blended learning, and to offer the
ways how to enrich them with interactive methods,
which can make them more efficient in terms of im-
proving students’ motivation.
Flipped learning is seen by researchers as an ed-
ucational approach where the conventional outlook
of classroom-based studying is inverted in the lines
of offering trainees to master the certain educational
content before the classroom time (Dellatola et al.,
2020). Therefore, the learners come to class be-
ing ready to discuss the familiar content with their
peers and teacher that enables extended understand-
ing through debating and problem-solving activities
arranged by the educational staff. In terms of blended
learning, flipped classroom seems to be commonly
applicable and organic. Nevertheless, its implemen-
tation takes special teacher’s efforts to arrange and
facilitate students’ interaction (discussion, efficient
feedback, collaborative problem-solving, etc.) during
online classes on the interface design mastering.
Different productive methodology which is avail-
able in blended learning is gamification strategy that
allows to apply game-playing practices used in non-
game contexts. It is emphasized, that attracting game
elements into educational area provokes students’ es-
sential needs for their motivation (in particular, the
needs to communicate, interact and cooperate with
others, to feel own expertise in a certain area, and to
control their own actions). According to studies, gam-
ification techniques implementation is able to pro-
mote collaboration and raise communication, which
is significantly important for flex model of blended
learning. Some researchers also emphasize the essen-
tial feature of the strategy to apply game-based mech-
anisms and game thinking to diversify learning, to
raise students’ eagerness to study, and solve offered
non-conventional problems (Zainuddin et al., 2020).
Besides the common application of the gamifica-
tion methodology, for blended learning there might
be also beneficial to use a gamification variant in the
lines of the encouraging students to design a gamified
product. Such an activity enables to trigger off gam-
ification mechanisms, on condition of having enough
importance for the trainees, involved into the cre-
ation of the gamified product, which can stimulate
their sense of discovery and encourage them to mas-
ter challenging material to develop a good product.
At the same time, according to the theoretical back-
ground of the gamified products development (Dichev
and Dicheva, 2017), the trainees have to follow some
principles which are significant in the context of the
user interface design mastering. In particular, it is es-
sential for a potential user of the gamified product to
feel that the game has a feasible goal exactly for him.
Therefore, the product must have clear reward sys-
tem and demonstrate individual user’s progress along
with its identification within other players who try to
achieve the same target. It should make both compe-
tition and a feeling of belonging to a similar minded
community. In addition, it is necessary to mind at the
design of a gamified product that its main aim is to
stimulate users to play the game trying to overcome
difficulties in order to raise their scores. Thus, gam-
ification strategy using in blended mastering of user
interface design may be beneficial on condition of its
didactically correct application.
Besides flipped learning and gamification strate-
gies, it is also recommended to apply digital sto-
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rytelling as a productive blended leaning technique.
Digital storytelling is understood as a practice when
people apply digital tools to tell and share their nar-
ratives which have a special purpose and devoted to
important topic, presented in emotional way, and can
be interactive. A digital story can be determined as
a multimedia presentation that comprises a variety
of digital components to convey the target audience
a narrative. Besides, digital narratives may be pre-
sented as web-based stories, interactive stories, nar-
rative computer games and other types of multimedia
products (Rutta et al., 2021).
According to studies and evidence (Rutta et al.,
2021; Sagri et al., 2018), the digital storytelling ap-
proach has also been introduced in education. Merg-
ing images, sounds and plot within digital story en-
ables to reinforce concepts being appropriate to dif-
ferent learning types of trainees. It is pointed out
that digital storytelling can be used by educators with
different didactic purposes: to introduce new learn-
ing material, to facilitate its discussion by students, to
help them get a deeper understanding of complicated
concepts etc.
In addition, students can be also encouraged to
create their own digital stories devoted to some learn-
ing elements and pursuer a certain pedagogical aim.
Such learning activity can provide important bene-
fits for the students. Through the stories making they
have to analyze, synthesize, and finally to take own-
ership of the information they are presenting. These
things provoke higher-level thinking and raise respon-
sibility. In this context, comic-based digital story-
telling can play significant role. In particular, it is
underlined that student-generated comic-based digital
story is a learning technique when trainees create per-
sonalized comics to achieve a didactic purpose. This
activity can facilitate mastering difficult (or contro-
versial) academic material and work out their research
skills. Finally, created by the students digital stories
of any type may be used as efficient learning aids and
curricular resources.
Among different activities applicable to blended
learning, group work plays special role. Group work
(or cooperative learning) is characterized as an in-
structional strategy when groups of trainees work to-
gether upon a common assignment. Usually, each
group participant is individually responsible for a part
of the task and has to contribute into the common
result. There are some key points which ensure the
success of the group work: students should feel re-
sponsibility for their share of work and interdepen-
dence on the results of other peers; the group should
be accountable for achieving its goal; face-to-face stu-
dents’ interaction and mutual support; group partici-
pants should obtain instructions in the interpersonal,
social, and collaborative skills necessary to work with
others.
It is clear that some of the mentioned key points
are really challenging in terms of their realization at
blended learning. Some challenges also include as-
sessing of the each person’s contribution, resolving
conflicts etc., which demands development of spe-
cial learning strategies. Carefully prepared activities
can help students obtain the skills to work together
successfully, structured discussion and reflection on
group work can predict and avoid some problems.
Thus, as it was mentioned above, the discussed
kinds of blended learning activities should be inno-
vated with the help of introducing interactive methods
of learning to raise the level and quality of commu-
nication. According to Edgar Dale’s cone of experi-
ence, we can conclude in favor of interactive methods,
that after two weeks we tend to remember 50% of the
material that we see and hear (option of passive learn-
ing) and up to 90% of what we say and do ourselves
(option of active learning) (Dellatola et al., 2020).
In contrast to just active learning, interactive ap-
proach provides trainees’ interaction not only with the
teacher but with each other as well. It is characterized
by the researchers as a form of learning and commu-
nicative activities in which trainees are involved into
contemplation on their own knowledge, estimation of
their own abilities, skills etc. in comparing with their
peers. Teacher’s role changes drastically, as the in-
teractive learning concentrates rather on the trainees’
interests, needs, and abilities. Learners become active
participants of the tutoring process and not only per-
ceive information. Being engaged by the learning ac-
tivity and based on their experience, students have to
activate their knowledge and abilities, earn new skills,
shape their attitude towards learnt material, and ex-
press their opinions.
The teacher’s mission in interactive learning is
shifted towards achieving the students’ goals. The
teacher has to arrange interactive forms of work and
tasks, working upon which students receive new in-
formation, and an individual assignment is trans-
formed into a group task where each member of the
group contributes to the whole group’s success.
Some basic types of interactivity are distinguished
by the researchers: (1) individual interaction of the
trainee and the learning content; (2) interaction be-
tween the trainee and the teacher who encourages
trainee’s motivation via offering them exciting learn-
ing material and stimulating to apply knowledge
for solving specific tasks; (3) interaction between
peers and teacher that expects involving the students
into the interaction among themselves, an individual
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
634
trainee with other students in the group (with or with-
out the teacher) (Dellatola et al., 2020).
The last type of interaction seems to give the high-
est degree of the students’ involvement in to the learn-
ing activity, which may cause the raise of the stu-
dents’ motivation to the subject learning. However,
it is expected to be the most challenging to achieve,
especially in terms of blended learning focused on
remote mode. Thus, it is essential to apply certain
interactive teaching methods that can guarantee effi-
cient involvement of students in the interactive learn-
ing process. In fact, there is no general classification
of such methods. However, it is possible to distin-
guish some of them which have special meaning in
the context of their using in terms of blended learning
in higher education. These methods may include lec-
tures of selected kinds (inquiry-based, with deliberate
errors, with the analysis of the specific situation etc.);
game methods (business games, imitations, role-
playing); debate methods (mini-conferences, semi-
nars, Socratic dialogue, case studies); group solution
method; project making.
3.2 Probation in Terms of User
Interface Design Mastering
This subsection intends to demonstrate how the said
activities (flipped learning, gamification, storytelling
etc.) were enhanced with interactive methods in the
process of blended learning of the course “User in-
terface design basics” within the curriculum modules
presented above in the progress of training of the uni-
versity students’ of different specialties.
Blended learning was implemented in its flex
model when all the course materials were available
for the students on the distant learning platform and
there were delivered online (via Zoom, Google Meet
etc.) lectures and practical studies according to com-
mon schedule including online consultations.
In the progress of going through the first course
module dedicated to psychological fundamentals of
visual perception that makes essential basis for user
interface design there were applied mostly flipped
learning and gamification strategies which were en-
hanced by different interactive methods.
For example, one of the flipped learning lectures
on the topic of psychological mechanisms of data per-
ception was held as an online mini-conference. There
were assigned (in advance) different tasks to the pairs
of students to learn proper theoretical material on
the features of different data perception, to find out
proper examples which illustrate peculiarities of hu-
man vision and their connection with interface design,
and to elaborate presentation to take part in the mini-
conference both as presenters and listeners.
For instance, one of the students’ pairs had to
learn physiological background of human perception
of printed information. The students worked indepen-
dently with digital sources to understand how our ve-
locity of reading depends on the number of characters
available for perception by our vision, and how this
feature can be accounted at the interface design. Dur-
ing the flipped learning lecture hold in the form of
online mini-conference which aimed at the exchange
of results of the tasks assigned to different pairs of
students, this pair gave a presentation on the results
of their findings. In particular, they explained that
the efficiency of reading depends in linear way on the
amount of characters visible by eyes, and covered the
reason of this fact based on psychological underly-
ing of human eyes’ parabolic movements similar to
discrete leaps between words during reading. They
also attracted the listeners’ attention to the paradox
of this cognitive and psychological phenomena, be-
cause despite their non-smooth nature, our eyes jumps
improve our reading abilities, as we use the sense of
skipped adjacent context to decrease the time of our
comprehension of the read information.
The rest of the students who were listeners at the
moment, were encouraged by the presenters and the
teacher to discuss the connection of these findings
with the problems of efficient interface. In particular,
the listeners were attracted to speculation and making
conclusions on the (1) efficiency of perception of iso-
lated words and words connected into the long phrase;
(2) the difference between task-driven and content-
driven user interface; (3) the dependence of the ef-
ficiency of text comprehension in these types of inter-
face; (4) the typographic decision-making at the in-
terface design etc. In the end, the students-presenters
supported the prepared discussion with the visual ex-
amples of the both types of user interface illustrating
fruitful and non-fruitful using of these psychological
peculiarities.
In similar way there was also arranged presenta-
tions of the results of the flipped learning tasks by the
rest of the students’ pairs with involvement other lis-
teners into similar interactive debates. The group so-
lutions finding during these mini-conferences within
the first module were productively used by the stu-
dents while their mastering subsequent modules.
For instance, in the progress of the interface de-
sign of potential web-application prototypes worked
out at the workshops of the second module, there was
used specially created interactive card game, focused
on the involving the trainees in the analysis of apply-
ing various psychological techniques. Original card
deck Mental Notes, suggested by Anderson (Ander-
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son, 2009) presents over 50 insights from psychology,
and can be used as an efficient brainstorming tool.
Each card depicts an insight into human behavior and
represents ways to apply this one to the user interface
design. Selected samples of digital cards with insights
are presented in figure 1.
Figure 1: Selected samples of digital cards with insights
into human behavior, representing the ways how to apply
them to the user interface design.
The original card deck was transformed into in-
teractive didactic game with digital “cards” and was
virtually played during online workshop. At the ini-
tial stage of the game the students were assigned the
topics of their potential web-application to speculate
over its probable users, their targets, tasks, applica-
tion functions etc. As the game starts, the participants
“choose” in turn a card from the deck, which presents
a psychological technique (insight) used in the current
practice of user interface design such insights as: cu-
riosity, social proof, reciprocity, regularity establish-
ing and others.
The participants (individually or in pairs) analyze
the insight presented in the card, then they explain
and prove their decision as for how they can use this
insight at the interface design of their potential appli-
cation: which elements of visual language and how it
is relevant to apply; what means of typography, color,
and graphical images and why will be right to use; the
insight is going (or is not going) to be successful ex-
actly for their application, according to the results of
their initial speculations. The rest of the players are
involved by the teacher into active discussion of the
presented solutions and into collective decision mak-
ing.
In terms of motivation raising, such a game play-
ing provoked students’ cognitive interest to the topic;
facilitated their understanding of effective psycholog-
ical techniques and benefits of their using in interface
design; promoted fluent communication on the pro-
fessional topic, which finally led to joy feelings of the
students and motivated them to be active participant
of the tutorial process.
After the game the trainees may use the whole
deck of the mental cards with variety of psycholog-
ical techniques. As a game extension, the students are
encouraged to apply at least five of the insights in the
design of their interface prototype with their sequen-
tial presentations for the group.
In addition, the whole tutorial process on interface
design mastering was immersed into the game on-
line environment Classcraft, which enabled us to ap-
ply successfully gamification strategy. The environ-
ment allows to maintain gamification approach during
any academic period, and encourages a trainee to go
through the course sections individually or within the
group, solving practical tasks, tests, and quests, delib-
erately created by the teacher for all the course mod-
ules, and earning game bonuses of different kinds.
In order to add interactivity into this gamified
blended learning, we arranged the role playing game
within Classcraft and involved individual students
into the team role game, when each student should
choose a character (a role of a Wizard, Warrior, Healer
etc.) with proper skills, and cooperatively learn a
topic via doing quests. The quests were prepared re-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
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garding the educational content and didactic purpose
of the module.
For example, during the work within the second
module “Graphic interface design” there were pre-
pared the quests on the number of topics. One of
them was the quest “Brief creation for UI design”
which encouraged students to go through some quest
stations. To overcome “Avatar” station, it was neces-
sary to identify a character (in fact, a potential user)
who is a target audience for the designing interface.
The second station “Competitors” involved the stu-
dents into analysis of the possible competitors of the
interface design for potential user and sphere of their
activity. Next quest station expected students to de-
velop a chart of basic use cases for the developing
interface. The final quest station “Visualization” en-
couraged students into determination of proper color
palette and fonts as well as into picking up certain
tools for the realization of different stages of the in-
terface design regarding the analysis results obtained
in previous quest stations.
At each quest station the students received speci-
fied tasks with exact scheme of actions. For example,
at “Competitors” station (figure 2) the trainees’ were
focused on the analysis of strong and weak points
of the competitors’ interface design with subsequent
concentration on successful and non-fruitful design
solutions which led students to their unique design
outlook for the identified user.
Figure 2: The episode of work at the quest station “Com-
petitors” in the team game “Brief creation for UI design”.
While overcoming the learning quests in the team,
each participant used their skills according to their
role and tried to contribute the best into the com-
mon results, doing quest tasks and earning differ-
ent bonuses (Experience Points, Gold Pieces, Crys-
tals, and Health) which gave them various additional
opportunities and helped their team to achieve best
learning results in the most effective way. Thus, the
awareness of their personal responsibility for the team
final success definitely raised the students’ motivation
to learn more and contribute more to feel the pride of
the common academic result.
The trainees were also encouraged to solve the
Boss Battles tests in the Classcraft game environment
with the option of both individual and team work,
which is the most beneficial in terms of raising mo-
tivation at blended learning. Doing the tests by the
whole team prompted the students’ interactivity, as
only the joint and well thought efforts of each partic-
ipant could bring the success to the team. In addition,
Boss Battles option enables team members to give and
get mutual help while test doing, which raised com-
mon responsibility and team spirit.
On the Classcraft gamified platform it was also or-
ganized students’ group work upon real-life tasks. For
instance, within the third module focused on master-
ing Figma tools for interface design, the students were
assigned to build a dynamic prototype of the site with
landing pages in Figma environment. The full assign-
ment was formulated as follows.
Let us imagine, that you are a marketing direc-
tor of a company which is a new player in the coffee
trade market. The company buy coffee beans from
Latin America, fry, blend, and mix them ourselves.
Currently, there are three blends that are available for
selling, and the company are working on adding three
new ones. The company is concentrated rather on the
retailers, but there is also have an offer for special-
ized retail chains, restaurants and other wholesalers.
The company need to develop a site to talk about the
company (services, offers etc.) and about coffee in
general. In addition, the company is going to sell pre-
pared blends via the site.
To solve this real-life problem and make a full-
functioning dynamic site prototype in Figma, we of-
fered students to create three groups, according to the
roles which are typically fulfilled by interface design-
ers at the different stages of the prototype developing.
Therefore, there were selected the groups of Analyt-
ics, Developers, and Testers.
The didactic benefit of such group work on Class-
craft platform in terms of blended learning is seen in
following. Each group has to realize perfectly well
the aim and essence of work at each stage of the pro-
totype creation, and to allocate the roles inside the
group correspondently. Thus, the students (with the
teacher’s help) have to interact with each other within
the group in order to discuss and understand its spe-
cific task, final goal of the whole group, and the im-
portance of their results for the success of other two
groups who realize their own mission in the iterative
process of the dynamic prototype development.
For example, the group of Analytics was encour-
aged by the teacher to hold debates with the help
of, for instance, Socratic method of discussion as a
kind of cooperative argumentative discussion based
on asking and responding questions to provoke stu-
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dents’ critical thinking and come with fruitful ideas.
In particular, the set of issues for discussion by the
Analytics for the understanding of their group mis-
sion included the following questions:
1. Who are our potential users?
2. What may be their age, education, needs, prefer-
ences etc.?
3. What tasks do the users want to solve via the site?
4. How are they going to solve their problems?
5. Which benefits from the users’ standpoint can the
site interface provide?
6. How to collect the said data from the users?
7. How can the collected information about users
and their potential behavior on the site help the
group of Developers? Is it essential also for
Testers group? and others.
As a result of these argumentative debates, the
group can obtain comprehensive understanding of
their role in the whole iterative process of the pro-
totype design, and can easily allocate the roles within
the group with understanding by each member their
own duties, responsibilities and scope of necessary in-
teraction with members of other groups.
Similar debates were prepared and held in the
groups of Developers and Testers. At some stages
of work, it was initiated by the teacher interaction
all the groups together in order to analyze the mid-
dle results of group work, such as Use Case diagram,
Sequence diagram, mockups etc. built by the Devel-
opers group basing on the recommendations of the
Analytics group. It helped to correlate the previous
Analytics work, improve the Developers work imme-
diately and avoid drawbacks and mistakes which may
be revealed by the Testers group.
Analyzing the progress of the presented group
work upon real-life tasks which also had a character
of a role playing game, we would conclude the fol-
lowing. This form of work brought obvious interest
and joy both to students and teacher, which caused a
fruitful influence on the students’ attitude to learning
process and its results.
In particular, we could monitor appearing true in-
centives to learning, and arising motivation to classes
preparation as well as to active participation in com-
mon work.
Emotional involvement into the group game ac-
cording to their personal role and practical value of
the tasks, made students keep educational content
longer in their memory, speculate on it before and af-
ter classes, which provoked their inquisitiveness and
enhanced their cognitive interest.
Therefore, it is possible to anticipate that such
kind of blended learning technique enriched with in-
teractive methods can have a positive impact on the
students’ motivation.
Digital storytelling as a common blended learning
technique was also implemented in the process of in-
terface design mastering within all the modules. We
would like to demonstrate the example of creation of
student-generated comic-based story in the progress
of learning psychological basics of interface design
which had a didactic purpose to investigate the influ-
ence of color pallet on the emotional stay of a user
and implementation of its impact in the interface de-
velopment.
At the preparation stage of the comics’ creation
the trainees were stimulated to discuss in group the
issues which could help direct them during this cre-
ative task:
1. What is the goal of telling your story?
2. Who is the target audience of your digital story?
3. What feelings, emotions and ideas would you like
to convey to the target audience?
4. What are the steps of your plot? How can you
sequence the story with a beginning, middle part
and final?
5. Which tools could be used to create your digital
comic-based story? Which of them fit better for
your idea and why? etc.
After this group solution findings, the students
came to the core stage of the digital story making, ac-
cording to their plot, and applying some of the graphic
design tools on their choice.
Then, the groups of students demonstrated their
comics and “told” their digital stories on the said topic
during online practical classes.
Other trainees were engaged in the critical watch-
ing of their peers’ digital stories. Therefore, at this
stage student-generated digital stories served as cases
that allowed involving all of the trainees into effec-
tive case studies, which added interactivity in the sto-
rytelling learning approach, raised the degree of stu-
dents’ participation in the tutorial process, which ob-
viously affected their motivation.
In addition, the students were informed that their
digital stories will be implemented as learning aids
for further generations of trainees in the relevant in-
terface design courses, which had a positive impact
on the students’ self-estimation, raised their responsi-
bility, provoked their desire to contribute the best, and
finally influenced on their learning motivation.
Episodes of one of student-generated comic-based
digital stories where trainees expressed their ideas (in
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
638
Ukrainian) for associated meaning of different colors
are given in figure 3(a)-(c)). In particular, in their dig-
ital story the students tried to render the associations
of colors with our feelings and emotions: white – hor-
ror, black – grief, green envy, pink – pleasure, pur-
ple – evil, light – happiness.
(a)
(b)
(c)
Figure 3: (a-c) Episodes of the student-generated digital
stories on associated meaning of different colors (the ex-
planations are given in the text above).
3.3 Preparation of the Survey on the
Estimation of Students’ Motivation
In order to estimate the level of the students’ motiva-
tion to learning it is necessary to elaborate its criteria,
develop their indicators, and determine the levels of
their revealing.
As it was mentioned above, according to psycho-
logical background of motivation theory and its edu-
cational aspects, motivation to learn is defined as the
personal efforts which encourage trainees to learning
activities, ensure their continuity and concentrate a
trainee on the activities with the aim at achievement
of their desired goals. Among the most influential fac-
tors which affect student motivation are called atten-
tion, appealing to learner’s past experience, positive
attitude, and satisfaction.
Resting on this understanding of the learning mo-
tivation, and minding core rules for design of tutorial
process and environment regarding motivation rais-
ing, we managed to elaborate several indicators and
their levels. The core rules were presented in the the-
oretical framework chapter and can be formulated in
brief as follows:
1. to apply methods for attraction and retaining
learners’ attention;
2. to set clear instructional goals and provide learn-
ers with educational content which refers to
learner’s needs and experience (academic and/or
working one);
3. to shape student’s confidence, creating learning
environment which enables to promote learners’
positive attitude to the tutoring process and sug-
gest focusing towards success;
4. to create conditions to help students gain satisfac-
tory feeling.
The survey was designed to evaluate whether
the interactive methods introducing into the blended
learning activities is in line with the aforementioned
rules and detect what students’ motivation levels are.
The survey consists of 20 items comprising 4 sub-
sections corresponding to the amount of the rules.
Each subsection included 5 items to get a feedback
from the students on each motivation dimension. It
measures learners’ motivation level by applying a
5-point Likert-type scale (1 is strongly agree; 5 is
strongly disagree).
Subsection 1 (attention) included the following
questions.
Q1 There was some thought-provoking content of
the course that got my attention.
Q2 I attended online classes with desire because
there were used variety of gripping activities.
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Q3 Communication with other students during de-
bates and discussion helped hold my attention.
Q4 I was eager to attend classes because there usu-
ally were some things that were surprising or unex-
pected.
Q5 This course has things that stimulated my cu-
riosity and I speculated about the learning material
after classes.
Subsection 2 (appealing to learner’s needs and
experience) included the following set of items.
Q6 It is clear to me how the content of this course
is associated with the things I already know.
Q7 I was involved into the work upon the tasks
that demonstrated me how this course material could
be useful to me and some other people.
Q8 Completing this course successfully was es-
sential to me.
Q9 The content and style of the course material
mastering is relevant to my needs and interests.
Q10 There are explanations, examples, cases etc.
of how to use the competence from the course in daily
professional activity.
Subsection 3 (positive attitude) included the fol-
lowing items.
Q11 The tutoring process within the course was
entertaining.
Q12 Team interaction during material mastering
suggested me confidence in my abilities to succeed in
the course.
Q13 When I had learning difficulties, I felt confi-
dent that I could overcome them with my peers’ help.
Q14 During online classes I felt myself happy as
if I learnt material with my peers in real classroom.
Q15 As I worked on this course, I was confident
that I could learn the content.
Subsection 4 (satisfaction) included the following
items.
Q16 Completing the tasks and presenting my re-
sults in front of the group during online classes gave
me a satisfying feeling of accomplishment.
Q17 I enjoyed this course so much that I would
like to know more about this topic.
Q18 I really enjoyed when I contributed my exper-
tise into the common result of my team going through
the course material.
Q19 The sounding of feedback during and after
the exercises in this course helped me feel rewarded
for my effort.
Q20 It was a pleasure to work on the course in
such a friendly and cooperative atmosphere.
To obtain preliminary results and test the designed
survey reliability, it was conducted in one of the
groups of pre-service IT specialists who completed
the course “User interface design basics” in terms of
blended learning activities enhanced with interactive
methods and built according to our modules depicted
above. In total, 27 students took part in the survey.
The scale reliability test was conducted to es-
timate the result. The reliability of all the four
scales (for each motivation dimension) on standard-
ized Cronbach Alpha was 0.75 (n = 27 on 20 items),
which proved an acceptable reliability of the obtained
result (Glen, 2023).
3.4 Discussion of the Preliminary
Results
The average score of the students’ motivation level
as for all motivation dimensions, detected during the
survey is presented in table 1.
Table 1: The average score of the students’ motivation level
(n = 27)
Motivation dimensions (5 items each)
Average
score
Attention 3.42
Appealing to learner’s needs and experience 3.61
Positive attitude 3.65
Satisfaction 3.63
Overall (20 items) 3.57
According to the score intervals, we distinguished
four levels of motivation:
High level (4.0-5.0),
Intermedium level (3.5-3.99),
Pre-intermedium level (3.0-3.49),
Low level (lower than 3.0).
The results of the survey, according to the levels
of students’ motivation are shown in the table 2.
Table 2: Range of students’ motivation level as a result of
the survey.
Motivation level Scores Total N = 27 Percent
High 4.0–5.0 13 48.15%
Intermedium 3.5–3.99 6 22.22%
Pre-intermedium 3.0–3.49 4 14.81%
Low <3.00 4 14.81%
As far as we can judge from the table 2, 13
(48.15%) out of the 27 respondents demonstrated
high motivation level, 6 students (22.22%) had in-
termedium motivation level, 4 respondents (14.81%)
revealed pre-intermedium level, and 4 respondents
(14.81%) demonstrated low motivation levels. Thus,
it was found out that the survey participants were
mostly satisfied with the course material and blended
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
640
learning techniques enhanced with interactive meth-
ods, with almost half of the respondents who had high
level of motivation, and over 22% of them who re-
vealed intermedium level of motivation to learning.
In addition, characterizing roughly the students’
answers of the survey questions (Q1–Q20), we would
like to emphasize the following.
About 70% of the trainees admitted that they at-
tended online classes with desire because there were
used variety of gripping activities; communication
with other students during debates and discussion
helped hold their attention; the course stimulated their
curiosity and they speculated about the learning ma-
terial after classes.
Over the half of the students said that during the
course doing, they were involved into the work upon
the tasks that demonstrated them how this course ma-
terial could be useful to them in their potential profes-
sional life.
About 63% of the course participants revealed
positive attitude to learning admitting that the tutor-
ing process within the course was entertaining; team
interaction during material mastering suggested them
confidence in their abilities to succeed in the course;
during online classes they felt myself happy as if they
worked with their peers in real classroom.
Finally, about 72% said that they were pleased to
work on the course in such a friendly and cooperative
atmosphere.
The obtained survey results are complemented
with our own observations. It was prepared by us spe-
cial program of monitoring the students’ attendance
and behavior at online classes during different stages
of the course. Our monitoring, according to this pro-
gram, testified raising the percentage of students’ at-
tendance by 20% in comparing between beginning
and end of the course.
In addition, our observations as for the students’
cognitive behavior allowed to conclude that applied
methods were productive in terms of encouraging
motivation. They helped students feel the class-
room atmosphere during online classes, promoted
their cognitive eagerness to work with remote digi-
tal resources, contributed into effective learning com-
munication, which helped overcome the feeling dis-
connection between the students inherent to blended
learning in its flex model.
It was also monitored the growing of students’
desire to take part in group activities, to reveal
their knowledge and contribute best into the common
group result. It was really pleasant to notice also some
students’ increasing tendency to find out additional
learning materials and eagerness to do the tasks of
higher complexity. It was also detected the raising
of overall academic achievements of the group.
Thus, the obtained results of the conducted survey
and our monitoring program may be taken as a basis
for holding the full empirical research for the veri-
fication of the impact that made the offered blended
learning activities enriched with interactive methods
on the level of students’ motivation and the results
of pre-service specialists’ training. It is planned to
widen respondents’ range to generalize the survey re-
sults and to expand it by clarifying and specifying the
changes made in the research, which makes a prospect
of our work.
4 CONCLUSIONS
The problems of raising students’ motivation in terms
of blended learning implementation at national uni-
versities are discussed in the paper in the context of
interface design mastering by the students of various
specialties.
Based on the recent studies review and educa-
tional practice analysis, it is revealed the urgency of
our research connected with the problems of dropping
students’ motivation to study and to accomplish uni-
versity education in general (students very often are
eager to. It is analyzed that the situation is getting
even worse in terms of blended learning with the fo-
cus to remote tutorial process. Retaining students’
motivation to attend online classes, to earn knowl-
edge and skills and work them out via different typical
learning activities becomes really challenging task for
educational staff.
It is also revealed that the using of the specially de-
veloped learning activities and methods is underesti-
mated by the researchers and practitioners of blended
learning implementation. It underlined the urgency of
enhancing typical blended learning techniques with
interactive methods in order to overcome the core
challenges of the blended learning implementation,
and to raise students’ learning motivation in terms of
current online studying.
Theoretical framework of the research is made by
the analysis of the (1) fundamentals of motivation the-
ory; (2) main characteristics of blended learning and
its typical learning techniques used in the practice of
blended learning; (3) basic approaches to the master-
ing of the fundamentals of user interface design in the
training of different specialists.
In the progress of work, there were analyzed the
core features and challenges of blended learning, and
covered the ways of enrichment of the blended learn-
ing techniques (flipped learning, gamification, digital
storytelling, cooperative learning etc.) with interac-
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tive methods and forms of work.
The experience of interactive methods practical
realization in the process of the user interface design
mastering by university students is presented. It was
demonstrated how the considered leaning techniques
which are typically used at blended learning in its flex
model can be enhanced and enriched via using differ-
ent interactive methods. Exact examples of their ap-
plications in real blended learning process are given.
It is also covered the preparation stage of the sur-
vey on the estimation of the students’ motivation. The
survey was designed to evaluate whether the interac-
tive methods introducing into the blended learning ac-
tivities is in line with the aforementioned rules and
detect what students’ motivation levels are.
The survey consists of 20 items comprising 4
subsections corresponding to the amount of the re-
vealed motivation dimensions (attention, appealing to
learner’s past experience, positive attitude, and satis-
faction).
To obtain preliminary results and test the designed
survey reliability, it was conducted in one of the
groups of pre-service IT specialists who completed
the course “User interface design basics” in terms of
blended learning activities enhanced with interactive
methods and built according to our modules depicted
above. The acceptable reliability of the scales was
proved.
According to the score intervals, there were distin-
guished four levels of motivation. The results of the
survey, according to the levels of students’ motivation
are presented and discussed. There were also given
and discussed the results of the authors’ observations
according to the monitoring program.
It was concluded that the obtained results of the
conducted survey and our monitoring program may
be used potentially as a basis for holding the compre-
hensive empirical research for the verification of the
impact which made the offered blended learning ac-
tivities enriched with interactive methods on the level
of students’ motivation and the results of pre-service
specialists’ training. It is planned to widen respon-
dents’ range to generalize the survey results and to
expand it by specifying the changes caused by the
introduced methods, which makes a prospect of our
work.
The prospects of the research also can be focused
on finding out the most effective combinations of
blended learning techniques and interactive methods
in the process of interface design mastering by the stu-
dents of different fields.
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