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Showing 1 to 15 of 49 results Save | Export
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Zhang, Fan; Manley, Jordan; Mulhearn, Shannon; Kulinna, Pamela Hodges; Erwin, Heather E. – Journal of Physical Education, Recreation & Dance, 2023
Youth are inactive in today's world. Integrating autonomy, competence, and relatedness into Physical Education objectives to provide optimally challenging tasks for students may be an effective approach to making them love physical activity. Optimal challenge, or the challenge level of the task matches the student's competence, can provide them…
Descriptors: Physical Education, Student Motivation, Physical Education Teachers, Educational Technology
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Tim T. Favier; Veronique A. J. M. Schutjens – Journal of Geography in Higher Education, 2025
Recent advancements in geospatial technologies enable geography students to explore outdoor phenomena independently, without teacher guidance. Several authors argue that smartphone apps can effectively replace the teacher in excursions, addressing challenges such as teachers' limited availability. However, empirical research comparing the actual…
Descriptors: Geography Instruction, Telecommunications, Handheld Devices, Geographic Information Systems
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Panagiotis Panagiotidis; Pinelopi Krystalli; Panagiotis Arvanitis – European Journal of Education (EJED), 2023
It is a common belief that engagement and motivation are crucial factors in learning and especially in language learning. In particular, increasing motivation can lead to the mobilization of students' personal, cognitive, emotional and behavioral resources and, consequently to better learning results. As digital technology has become more…
Descriptors: Educational Technology, Electronic Learning, Second Language Learning, Student Motivation
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Fernandes, Henrique S.; Cerqueira, Nuno M. F. S. A.; Sousa, Sergio F. – Journal of Chemical Education, 2021
Visualization can be a motivating way to teach students about molecules. Nowadays, the available experimental data and accurate computational results allow students to build realistic and accurate molecular models. These models include the representation of complex systems such as proteins, membranes, or nanotubes. However, the visualization of…
Descriptors: Computer Simulation, Virtual Classrooms, Internet, Handheld Devices
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Pinheiro, André O.; Alvarinhas, José Pedro; Silva, Manuela Ramos – International Journal of Mathematical Education in Science and Technology, 2021
It is generally agreed that making real-world connections in mathematics teaching increases students' motivation and interest and contributes to meaningful and permanent learning. In this paper we propose a simple and fast activity to find a rectangular hyperbola in real life and we show how to operate the data to retrieve a straight line. Since…
Descriptors: Mathematics Instruction, Teaching Methods, Student Motivation, Student Interests
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Staacks, Sebastian; Hütz, Simon; Heinke, Heidrun; Stampfer, Christoph – Physics Teacher, 2019
We propose an easy experiment that allows students to determine the speed of sound through a simple time-of-flight measurement using two smartphones. The concept of using the sensors in mobile phones for physics experiments has become a well-known option for science teachers. Since these devices are readily available to most students and teachers,…
Descriptors: Measurement, Acoustics, Audio Equipment, Telecommunications
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Maushagen, Jan; De Troyer, Olga – International Association for Development of the Information Society, 2021
We propose a novel model for learning environments to target the characteristics of digital natives and to improve informal learning practices, i.e. the exploration, discovery and self-monitoring of learning content and the reflection on learning activities. The Mobile Playful Learning Environment (MPLE) model is defined as consisting of seven…
Descriptors: Educational Environment, Handheld Devices, Play, Models
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Palalas, Agnieszka; Wark, Norine – International Journal of Computer-Assisted Language Learning and Teaching, 2020
Mobile technology melds the mobile learner's authentic real and virtual worlds, enabling increasingly untethered personalized, learner-determined language learning opportunities. This article introduces an evidence-based framework founded upon cumulative findings from a number of the authors' recent and ongoing research projects. This framework…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
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Stockwell, Glenn – English Teaching, 2021
Mobile-assisted language learning has expanded beyond relatively humble beginnings of replicating computer-based activities assigned in formal language learning contexts, and it now often consists of a complex mix of formal and informal learning activities that take place at different times and places throughout learners' daily lives. Decisions…
Descriptors: Second Language Learning, Second Language Instruction, Learning Activities, Computer Assisted Instruction
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Szabó, Fruzsina; Abari, Kálmán; Balajthy, Dániel; Polonyi, Tünde – Teaching English with Technology, 2022
When it comes to language learning and teaching, one of the major issues that needs to be tackled is the large differences between students in terms of school performance, especially socially disadvantaged children who tend to lag behind their peers. Research on language teaching tends to focus on the average learner, thus leaving little room for…
Descriptors: Gamification, Economically Disadvantaged, Second Language Learning, English (Second Language)
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Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
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Schimanke, Florian; Mertens, Robert; Vornberger, Oliver – International Journal on E-Learning, 2017
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Descriptors: Educational Games, Design, Student Motivation, Repetition
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Fischbach, Sarah; Guerrero, Veronica – Journal of Marketing Education, 2018
Engaging students in the classroom is a struggle all faculty face especially in the age of modern technology. This article proposes a novel approach to engage and motivate students through the mobile business "on wheels" marketing concept. The growth in mobile business retailing (e.g., food trucks, mobile dog groomers, etc.) is an…
Descriptors: Business Communication, Retailing, Telecommunications, Handheld Devices
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Ermerawati, Anesti Budi – Elementary School Forum (Mimbar Sekolah Dasar), 2019
Doing national program so called School Literacy Movement (GLS), classes are expected to do 15-minute regular reading activity every day; including English classes in elementary schools. Witnessing that some classes are having limited English story books to read as well as ready-to-use follow-up activities, this article proposes reading activities…
Descriptors: Second Language Learning, English (Second Language), Reading Motivation, Reading Habits
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