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Daniel Márquez – TESL-EJ, 2025
This study investigates how task complexity shapes motivation and performance in second language (L2) pragmatics, a domain that remains underexplored within task-based learning research. To address this gap, 37 secondary school learners of English completed both simple and complex decision-making tasks at three intervals over an eight-week period.…
Descriptors: Difficulty Level, Task Analysis, Second Language Learning, Secondary School Students
Kerstin Helker; Miguel Bruns; Isabelle M. M. J. Reymen; Jan D. Vermunt – Active Learning in Higher Education, 2025
Responding to calls for more future-oriented teaching and learning, an increasing number of institutions of higher education have recently implemented challenge-based learning (CBL). Through work on open-ended and real-life challenges, CBL aims to stimulate students to take the lead in their own learning, acquire and apply knowledge relevant for…
Descriptors: Problem Based Learning, Learning Processes, Difficulty Level, Higher Education
Jeongwon Lee; Dongho Kim – British Journal of Educational Technology, 2025
Despite the rapid growth of video-based learning in higher education, students face challenges in sustaining their full attention on video lectures. While gamification has been used to engage students, there have been few attempts to gamify in-video learning. The study aimed to create a gamified instructional video and examine the effects on…
Descriptors: Higher Education, Gamification, Video Technology, Technology Uses in Education
Genmei Zuo; Lijia Lin – Instructional Science: An International Journal of the Learning Sciences, 2025
The purpose of the study was to investigate (a) whether the effects of hand tracing and whole-body tracing reported in the literature could be extended to adults, and (b) the relative superiority of whole-body tracing over hand tracing. Two experiments were conducted to investigate the potential effects of these two kinesthetic approaches on…
Descriptors: Freehand Drawing, Human Body, Kinesthetic Perception, Adults
Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
Katerina Nerantzaki; Polykarpos Meladianos – Journal of Interactive Learning Research, 2025
Virtual reality (VR) technology has greatly expanded its role in education. It provides immersive experiences that enhance learning across various disciplines. Understanding the role of emotions in technology-based learning environments is crucial for improving educational outcomes. This study aimed to explore how VR environments evoke university…
Descriptors: Computer Simulation, Technology Uses in Education, Emotional Response, Undergraduate Students
Alexandr Nikitin; Petr Kácovský; Marie Snetinová; Martin Chvál; Jitka Houfková; Zdenka Koupilová – Physical Review Physics Education Research, 2025
In this quantitative study, we explored learners' intrinsic motivation towards three different experimental physics educational activities offered by our department to upper-grade high school students. The inspected activities were lecture demonstrations, a science show, and hands-on practical work. The respondents were Czech high school students…
Descriptors: Student Motivation, Physics, High School Students, Demonstrations (Educational)
Hui-Chun Chu; Chia-Ying Hsu; Chun-Chieh Wang – Educational Technology & Society, 2025
In ancient poetry courses, students are expected to learn literary skills and the ability for interpreting ancient poems, from which they can gain insight into the historical context and appreciate the beauty of the poems. However, due to the gaps between ancient and modern living contexts, students often encounter difficulties in comprehending…
Descriptors: Poetry, History, Comprehension, Artificial Intelligence
Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
Widia Winata; Ririn Widiyasari; Surya Amami Pramuditya; Hidayatul Anwar; Kayla Putri Ramadhanty – Educational Process: International Journal, 2025
Background/purpose. The purposes of this study are to find out the difficulties experienced by Elementary students in learning mathematics, as well as students' and teachers' efforts to overcome those problems. Materials/methods. This research uses a qualitative approach with a case study method. The data are collected using observation,…
Descriptors: Elementary School Students, Mathematics Instruction, Learning Problems, Teaching Methods
Zachary J. Schroeder; Sara D. Hodges – Social Psychology of Education: An International Journal, 2025
In three studies, college student participants read a description of ambiguous (i.e., neither explicitly positive nor explicitly negative) academic feedback from a faculty member. Evaluations of the ambiguous feedback were compared across participants' gender identities and levels of social and intellectual belonging in their academic majors and…
Descriptors: College Students, Feedback (Response), Ambiguity (Semantics), College Faculty
Thang Ho-Minh; Suksan Suppasetseree – Educational Process: International Journal, 2025
Background/purpose: This study explores the integration of Augmented Reality (AR) into English for Tourism and Hospitality (ETH) instruction to examine its effects on the speaking skills of Vietnamese EFL university students. The research investigates how AR-supported lessons influence learners' fluency, pronunciation, confidence, and engagement…
Descriptors: Foreign Countries, Computer Simulation, English for Special Purposes, Tourism

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