Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 15 |
| Since 2017 (last 10 years) | 49 |
| Since 2007 (last 20 years) | 93 |
Descriptor
Source
Author
| Clarebout, Geraldine | 2 |
| Elen, Jan | 2 |
| Ellis, Robert A. | 2 |
| Han, Feifei | 2 |
| Jou, Min | 2 |
| Lin, Yen-Ting | 2 |
| Zogheib, Salah | 2 |
| Acuff, Samuel | 1 |
| Adesope, Olusola O. | 1 |
| Adi Katz | 1 |
| Agarwal, Pawan | 1 |
| More ▼ | |
Publication Type
Education Level
| Higher Education | 70 |
| Postsecondary Education | 61 |
| Secondary Education | 12 |
| High Schools | 9 |
| Middle Schools | 8 |
| Elementary Education | 7 |
| Junior High Schools | 6 |
| Adult Education | 4 |
| Early Childhood Education | 4 |
| Grade 7 | 4 |
| Grade 9 | 4 |
| More ▼ | |
Audience
| Teachers | 1 |
Location
| Taiwan | 10 |
| Turkey | 9 |
| Australia | 5 |
| Canada | 4 |
| Israel | 3 |
| Slovenia | 3 |
| Austria | 2 |
| Belgium | 2 |
| Czech Republic | 2 |
| Hong Kong | 2 |
| Italy | 2 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
Thornton, Timothy; Lammi, Matthew – Journal of Technology Education, 2021
The purpose of the study was to explore the effects of augmented reality (AR) in an introductory engineering graphics course. The study specifically examined the potential for AR to affect the spatial visualization ability of students and influence student motivation. This study included 50 students from an introductory engineering graphics course…
Descriptors: Computer Simulation, Computer Software, Computer Assisted Design, Engineering Education
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Kaur, Amanpreet; Chahal, Kuljit Kaur – Journal of Science Education and Technology, 2023
Computational thinking (CT) is an essential skill required for every individual in the digital era to become creative problem solvers. The purpose of this research is to investigate the relationships between computational thinking skills, the Big Five personality factors, and learning motivation using structural equation modeling (SEM). The…
Descriptors: Personality, Learning Motivation, Computation, Thinking Skills
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Ohadugha, Rosemary Ogechi; Chukwuemeka, Emeka Joshua; Babatunde, Abdullateef Eyitayo – Contemporary Educational Technology, 2020
The study examined the Impact of Peer-Mediated Learning on achievement and motivation in computer science among senior secondary school students in Minna metropolis, Niger state. The study adopted a randomized pre-test, post-test control group design. Two hypotheses were formulated to guide the study. Purposive sampling technique was used to…
Descriptors: Peer Teaching, Peer Influence, Instructional Effectiveness, Academic Achievement
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Sharon Tzur; Nitza Davidovitch; Adi Katz; Aleksandra Gerkerova – European Educational Researcher, 2025
This study examines how interactions in class WhatsApp groups impact students' motivation and academic achievements. The research incorporates both qualitative and quantitative analyses to explore associations between various types of interactions and academic performance. Key findings reveal a strong positive correlation between students'…
Descriptors: Social Networks, Peer Relationship, Student Motivation, Academic Achievement
Peter Pavlis – Online Submission, 2025
This quantitative, quasi-experimental study aimed to propose research-based AI constructivist learning activities by measuring students' self-perceptions of their critical thinking using the Motivational Strategies and Learning Questionnaire (MSLQ). The study utilized the input-experience-output framework to evaluate how these learning pursuits…
Descriptors: Critical Thinking, Artificial Intelligence, Constructivism (Learning), Learning Activities
Edward Osang Ayuk – ProQuest LLC, 2021
The purpose of this study was to identify differences in metacognitive and self-regulated learning strategies used by students in a self-paced, computer-based developmental mathematics program (DMP) and how these strategies accounted for differences in persistence and performance observed among the students. Five research questions guided the…
Descriptors: Metacognition, Self Management, Computer Assisted Instruction, Developmental Studies Programs
Han, Feifei; Ellis, Robert A. – Education and Information Technologies, 2023
This study investigated the extent to which self-report and digital-trace measures of students' self-regulated learning in blended course designs align with each other amongst 145 first-year computer science students in a blended "computer systems" course. A self-reported Motivated Strategies for Learning Questionnaire was used to…
Descriptors: Computer Science Education, Independent Study, College Freshmen, Blended Learning
Ching-Yi Wang; Cheng-Han Lin – Interactive Learning Environments, 2024
COVID-19 has forced many universities to adopt online teaching. However, the design discipline attaches great importance to on-site operation and face-to-face design discussions, causing teachers to face major challenges in the implementation of distance teaching. The purpose of this study is to investigate the suitability and teaching strategies…
Descriptors: Teaching Methods, Distance Education, Learning Strategies, Questionnaires
Demircioglu, Tuba; Karakus, Memet; Ucar, Sedat – Education Quarterly Reviews, 2022
Science teaching is one of the subjects that has been actively affected by Augmented Reality (AR) technology worldwide. Although the use of AR in science courses is increasing, the effective use of AR still needs improvement. The purpose of this study was to investigate the effect of augmented reality-based argumentation activities in 7th grade…
Descriptors: Computer Simulation, Science Education, Grade 7, Middle School Students
Karaoglan Yilmaz, Fatma Gizem – Technology, Pedagogy and Education, 2022
The purpose of this study is to examine the effect of student satisfaction on students' engagement and motivation in a mobile-based flipped classroom. A total of 222 university students taking the Computing I course designed as a mobile-based flipped classroom were recruited. Data were collected through three self-report instruments: the…
Descriptors: Flipped Classroom, Learner Engagement, Student Motivation, Student Satisfaction

Peer reviewed
Direct link
