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Robin Junker; Jennifer Janeczko; Alena Lehmkuhl; Verena Zucker; Manfred Holodynski; Nicola Meschede – Education and Information Technologies, 2025
The adoption of virtual learning environments (VLEs) in education has grown significantly due to their potential to enhance learning. Effective learning in VLEs depends on managing cognitive load and sustaining motivation, particularly for complex tasks like developing teachers' professional vision -- the ability to notice and interpret classroom…
Descriptors: Models, Prompting, Electronic Learning, Computer Simulation
Jussi Järvinen; Lauri Hietajärvi; Elina E. Ketonen; Katariina Salmela-Aro – Educational Psychology, 2025
This study examines how task instruction and task appraisals predict engagement and disaffection in classroom moments. We assessed 2,560 momentary survey responses from 124 Finnish 7th grade students using a within-person analytical approach. The results showed that students were more engaged during active instruction and when they had choice in…
Descriptors: Task Analysis, Learner Engagement, Instruction, Middle School Students
Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
Kalyuga, Slava – Educational Psychology Review, 2023
Adopting an evolutionary approach to substantiate major characteristics of human cognitive architecture has been one of the major recent developments in cognitive load theory. According to this approach, human cognitive architecture is a natural information processing system which can be described by five general principles. This paper attempts to…
Descriptors: Cognitive Processes, Difficulty Level, Evolution, Epistemology
Cognitive Load Theory and Its Relationships with Motivation: A Self-Determination Theory Perspective
Paul Evans; Maarten Vansteenkiste; Philip Parker; Andrew Kingsford-Smith; Sijing Zhou – Educational Psychology Review, 2024
Although cognitive load theory research has studied factors associated with motivation, these literatures have primarily been developed in isolation from each other. In this contribution, we aimed to advance both fields by examining the effects of instructional strategies on learners' experience of cognitive load, motivation, engagement, and…
Descriptors: Cognitive Processes, Difficulty Level, Learning Motivation, Self Determination
Calah J. Ford; Ellen L. Usher – Social Psychology of Education: An International Journal, 2025
Self-efficacy, the beliefs learners hold about what they can do, develops largely from whether learners perceive and interpret their experiences as successful (i.e., perceived mastery). In mathematics, the relationship between perceived mastery and self-efficacy has been well established. Less is known about the factors that may influence…
Descriptors: Early Adolescents, Mastery Learning, Mathematics Skills, Task Analysis
Chun-Ying Chen – ACM Transactions on Computing Education, 2025
This study examined the effects of worked examples with different explanation types and novices' motivation on cognitive load, and how this subsequently influenced their programming problem-solving performance. Given the study's emphasis on both instructional approaches and learner motivation, the Cognitive Theory of Multimedia Learning served as…
Descriptors: Models, Learning Motivation, Cognitive Processes, Difficulty Level
Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Soonri Choi; Soomin Kang; Kyungmin Lee; Hongjoo Ju; Jihoon Song – Contemporary Educational Technology, 2024
This study proposes that the gestures of an agent tutor in a multimedia learning environment can generate positive and negative emotions in learners and influence their cognitive processes. To achieve this, we developed and integrated positive and negative agent tutor gestures in a multimedia learning environment directed by cognitive gestures.…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Cognitive Processes, Difficulty Level
Carolien A. N. Knoop-van Campen; Joep van der Graaf; Anne Horvers; Rianne Kooi; Rick Dijkstra; Inge Molenaar – Journal of Computer Assisted Learning, 2024
Background: Even though monitoring and control enactment are key aspects of self-regulated learning (SRL), Adaptive learning technologies (ALTs) may reduce the need for learners to monitor and control their learning. Personalized dashboards are effective in supporting learners' monitoring and can potentially support control behaviour. Allowing…
Descriptors: Elementary School Students, Grade 5, Educational Technology, Technology Uses in Education
Andre Anthony Martin – Journal of Teacher Education and Educators, 2025
This study used a correlational design methodology to examine teacher-trainees academic confidence, their rating of learning demands, and lecturer support at their teacher training college. Data were collected using a survey comprising the Academic Confidence, Learning Demands and the Teacher Support Scales. A total population sampling technique…
Descriptors: Student Teachers, Self Esteem, Self Efficacy, Preservice Teacher Education
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Kuo-Zheng Feng – Language Testing in Asia, 2024
This study addressed a gap in existing research on Multiple-Choice (MC) cloze tests by focusing on the learners' perspective, specifically examining the difficulties faced by vocational high school students (VHSs). A nationwide sample of 293 VHSs participated, providing both quantitative and qualitative data through a self-developed questionnaire.…
Descriptors: Language Tests, Multiple Choice Tests, Cloze Procedure, Student Attitudes

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