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M. Furkan Kurnaz; Nilüfer Koçtürk – Psychology in the Schools, 2025
Gamification is widely used to enhance student learning and engagement. This meta-analysis focused on experimental research examining the effects of gamification on student motivation in K-12. Studies were retrieved from Scopus, PubMed, Web of Science, and ProQuest, resulting in 279 articles screened, with 31 meeting the inclusion criteria. The…
Descriptors: Meta Analysis, Student Motivation, Gamification, Elementary Secondary Education
Tiina Törmänen; Elina Ketonen; Emma Lehtoaho; Marjo Turunen; Kateryna Zabolotna; Tatiana Shubina; Hanna Järvenoja – Educational Psychology Review, 2025
Recent academic motivation research has shifted towards understanding the situation-specific and process-sensitive nature of motivation. This shift has initiated discussions on methodological advancements to capture dynamic changes in motivation as they occur in authentic learning contexts. However, these studies have not been systematically…
Descriptors: Student Motivation, Situated Learning, Learning Motivation, Independent Study
Jessica R. Gladstone; Noah L. Schroeder; Steffi Heidig; Shan Zhang; Chris Palaguachi; Marcin Pitera – Educational Psychology Review, 2025
The use of pedagogical agents (PAs) as learning tools within digital learning environments is rising. Previous research shows that PAs can aid learning across various domains and age groups, but their impact on learner motivation is unclear. As PAs become more integrated into learning systems, building an in-depth and theory-driven understanding…
Descriptors: Teaching Methods, Student Motivation, Learning Motivation, Technology Integration
Julio Antonio Álvarez Martínez; Juan Fernando Gómez; Claudio Díaz Larenas; Abad Ernesto Parada Trujillo; Lizeth Marelly Álvarez Salas; Fabio Alberto Vargas Agudelo – Journal of Educators Online, 2025
In the 21st century, Artificial Intelligence (AI) has become an important element of human experience. Its application in English-language education should enhance students' linguistic abilities. However, there is a scarcity of research on the anxiety and demotivation in them that occurs from incorporating AI in teaching and learning English on…
Descriptors: Literature Reviews, Meta Analysis, Artificial Intelligence, Electronic Learning
Matisse Poupard; Florian Larrue; Hélène Sauzéon; André Tricot – British Journal of Educational Technology, 2025
Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy.…
Descriptors: Educational Technology, Academic Achievement, Cognitive Processes, Learning Motivation
Martin, Andrew J. – Educational Psychology Review, 2023
Motivation and instruction are two major substantive domains in educational psychology. Theory and research relevant to each of these domains tend to be diffuse and fragmented. This presents challenges for scholars and practitioners seeking to implement parsimonious and cohesive approaches to help students to learn. This review articulates a…
Descriptors: Literature Reviews, Learning Motivation, Educational Psychology, Educational Strategies
Peter Claudius Osei; David F. Bjorklund – Educational Psychology Review, 2024
The complexity of modern societies necessitates that children learn highly abstract material, such as mathematics, which often conflicts with behavioral goals that are innately motivating. For instance, children's educational success is generally evaluated based on their individual achievements, while humans are motivated to learn by engaging in…
Descriptors: Self Determination, Systems Approach, Learning Processes, Physiology
Oriol Nadal; Mireia Usart; Cristina Valls-Bautista; Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales – Educational Process: International Journal, 2025
Background/purpose: There is increasing interest in incorporating maker culture into primary and secondary education to foster student competencies beyond academic achievement and prepare students for 21st-century challenges. This systematic literature review examines the implementation of maker education in formal educational contexts, focusing…
Descriptors: Literature Reviews, Meta Analysis, Elementary Secondary Education, Cooperative Learning
Chukwuemeka Aloysius Metu; José M. Marbán; Estefanía Espina – Journal of Research and Advances in Mathematics Education, 2025
A growth mindset is the belief that one's intellect and abilities may develop through effort. This mindset suggests that intelligence is not fixed but adaptable. With the continuous growth in literature on the growth mindset in mathematics, there is a need to investigate the current trends from a bibliometric perspective. To meet this need, the…
Descriptors: Bibliometrics, Mathematics Instruction, Mathematics Achievement, Achievement Gap
Pereira, Marina Andreia Gomes; Pedro, Luís Francisco Mendes Gabriel – Digital Education Review, 2023
The use of digital technologies as a support to the learning process may contribute to a more dynamic and participatory way of developing knowledge. Transmedia narratives assume characteristics congruent with this by facilitating the incorporation of educational methodologies that foster learning skills in interaction with digital devices during…
Descriptors: Multimedia Instruction, Multimedia Materials, Educational Technology, Narration
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Johnmarshall Reeve; Geetanjali Basarkod; Hye-Ryen Jang; Rafael Gargurevich; Hyungshim Jang; Sung Hyeon Cheon – Educational Psychology Review, 2025
Students involve themselves in learning activities multidimensionally, including behaviorally, cognitively, emotionally, and agentically. This multidimensional involvement predicts important outcomes, but it is also possible that each type of engagement might have its own specialized purpose or function. To investigate this possibility, we…
Descriptors: Meta Analysis, Learner Engagement, Academic Achievement, Social Support Groups
Maike Trautner; Carola Grunschel; Malte Schwinger – Educational Psychology Review, 2025
Learners' attempts to regulate their own motivation for studying in the face of tedious or difficult tasks is an important aspect of self-regulated learning. Therefore, motivation regulation has received increasing attention over the past few years, resulting in numerous publications using different definitions of the construct, samples,…
Descriptors: Self Control, Learning Motivation, College Students, Student Attitudes
Dao Viet Hung; Nguyen Mau Duc; Nguyen Thuy Van; Nguyen Huu Hau; Trinh Cong Son; Nguyen Thi Thuan – Educational Process: International Journal, 2025
Background/purpose: As populations worldwide continue to age, lifelong learning (LLL) is increasingly recognized as essential to promoting active aging, ensuring older adults' well-being, productivity, and societal engagement. However, despite policy emphasis, global participation rates in LLL among older adults remain low. This study addresses…
Descriptors: Literature Reviews, Bibliometrics, Aging (Individuals), Lifelong Learning
Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation

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