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Lin, Yen-Ling; Huang, Shu Wen; Chang, Cheng-Chieh – Journal of Baltic Science Education, 2019
This research sought to explore how teaching utilizing a marine science-related board game affected students' motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group…
Descriptors: Marine Education, Oceanography, Game Based Learning, Instructional Effectiveness
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Ekatushabe, Margaret; Kwarikunda, Diana; Muwonge, Charles M.; Ssenyonga, Joseph; Schiefele, Ulrich – International Journal of STEM Education, 2021
Background: Boredom during learning activities has the potential of impeding attention, motivation, learning and eventually achievement. Yet, research focusing on its possible antecedents seems to have received less attention especially within the physics domain. Based on assumptions of the Control Value Theory of Achievement Emotions (CVTAE),…
Descriptors: Correlation, Personal Autonomy, Teacher Student Relationship, Teacher Behavior
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Vinko, Luka; Delaney, Seamus; Devetak, Iztok – Center for Educational Policy Studies Journal, 2020
Chemistry is an experimental discipline that uses experimentation as one of its most important research methods. Laboratory work and other practical work are therefore also essential in chemistry lessons. Chemistry demonstrations are used by teachers as an educational approach that can increase students' interest in chemistry and motivate them to…
Descriptors: Teacher Attitudes, Instructional Effectiveness, Chemistry, Science Instruction
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Liao, Yu-Hsiu; Kung, Wei-Chieh; Chen, Hsueh-Chih – Instructional Science: An International Journal of the Learning Sciences, 2019
This study investigated the effects of creative-map instructional strategies on learning performance, learning motivation, and creativity in a junior high school geography class. A quasi-experimental approach was used to assess the treatment effects among 79 ninth graders, utilizing qualitative data including students' feedback, and four…
Descriptors: Mnemonics, Teaching Methods, Maps, Learning Motivation
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Ambusaidi, Abdullah; Al Musawi, Ali; Al-Balushi, Sulaiman; Al-Balushi, Khadija – Journal of Turkish Science Education, 2018
Laboratories are important environments in science teaching. There is no doubt that the employment of technology in these environments may change the learning of science, especially as the technology has made its way into nearly every aspect of daily life. This study aimed to investigate the impact of using virtual labs on students' achievement…
Descriptors: Foreign Countries, Computer Simulation, Science Laboratories, Learning Experience
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Eymur, Gülüzar; Geban, Ömer – International Journal of Science and Mathematics Education, 2017
The main purpose of this study was to investigate the effects of cooperative learning based on conceptual change approach instruction on ninth-grade students' understanding in chemical bonding concepts compared to traditional instruction. Seventy-two ninth-grade students from two intact chemistry classes taught by the same teacher in a public high…
Descriptors: High School Students, Grade 9, Cooperative Learning, Chemistry
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Shin, Ji Hye; Albers, Peggy – TESL Canada Journal, 2015
This study examined the effectiveness of a Cyber Home Learning System (CHLS), an online learning system currently being employed in South Korea to improve the access and quality of public education as well as to reduce private tutoring expenditures. The quasi-experimental research design used experiment and survey methods to learn about the impact…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Quasiexperimental Design
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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Schaffner, Ellen; Schiefele, Ulrich – Learning and Instruction, 2007
The present study investigated the effects of motivational instructions on interest, test anxiety, and text learning. Instructions to facilitate intrinsic and extrinsic motivation were compared with a "neutral" instruction. The sample consisted of 375 ninth-graders. Text-related interest and test anxiety were assessed before and after the…
Descriptors: Pretests Posttests, Test Anxiety, Teaching Methods, Student Motivation