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Kapp, Karl M.; Valtchanov, Deltcho; Pastore, Ray – Educational Technology Research and Development, 2020
This study focused on the use of casual games to motivate learners in a corporate retail settings to engage in a online learning platform. The study analyzed two populations of learners who were using the learning platform. One group of learners was in a game condition. In this condition, the learners were provided the option to play a casual game…
Descriptors: Games, Game Based Learning, On the Job Training, Distributive Education
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Li, Jessica; Wong, Seohyun Claire; Yang, Xue; Bell, Allison – Educational Technology Research and Development, 2020
How should learner analytics and different media be used to optimize feedback to increase students' motivation and sense of learning community in online learning programs? This study was designed to examine the usage of feedback delivery methods (text only, video only, or both) and learner analytics (individual vs. class average) to answer the…
Descriptors: Learning Analytics, Feedback (Response), Student Participation, Electronic Learning
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Ginns, Paul; King, Victoria – Educational Technology Research and Development, 2021
The expansion of cognitive load theory to include evolutionary perspectives posits that biologically primary knowledge might support the acquisition of biologically secondary knowledge, which needs explicit instruction for novices to construct. Pointing and tracing actions with the index finger may be forms of biologically primary knowledge that…
Descriptors: Hands on Science, Electronic Learning, Cognitive Processes, Difficulty Level
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Novak, Elena; Daday, Jerry; McDaniel, Kerrie – Educational Technology Research and Development, 2018
This empirical study used Keller's (Technol Instr Cogn Learn 16:79-104, 2008b) motivation, volition, and performance (MVP) theory to develop and statistically evaluate a mathematical MVP model that can serve as a research and policy tool for evaluating students' learning experiences in digital environments. Specifically, it explored undergraduate…
Descriptors: Mathematical Models, Learning Motivation, Electronic Learning, Learning Experience
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Liu, Kuo-Ping; Tai, Shu-Ju Diana; Liu, Chen-Chung – Educational Technology Research and Development, 2018
This study explored how a free-space digital storytelling approach that advocates autonomy and creativity can be implemented in a formal elementary classroom and how it impacts students' language learning motivation and performances. Participants of the study were 64 sixth grade students in Taiwan. Following an experimental design, the data…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Teaching Methods
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McNaught, Carmel; Lam, Paul; Cheng, Kin Fai – Educational Technology Research and Development, 2012
This article reports a study of eLearning in 21 courses in Hong Kong universities that had a blended design of face-to-face classes combined with online learning. The main focus of the study was to examine possible relationships between features of online learning designs and student learning outcomes. Data-collection strategies included expert…
Descriptors: Foreign Countries, Electronic Learning, Blended Learning, Internet
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences
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Sansone, Carol; Fraughton, Tamra; Zachary, Joseph L.; Butner, Jonathan; Heiner, Cecily – Educational Technology Research and Development, 2011
Successful online students must learn and maintain motivation to learn. The Self-regulation of Motivation (SRM) model (Sansone and Thoman 2005) suggests two kinds of motivation are essential: Goals-defined (i.e., value and expectancy of learning), and experience-defined (i.e., whether interesting). The Regulating Motivation and Performance Online…
Descriptors: Electronic Learning, Student Motivation, Online Courses, Learning Motivation