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Min Liu; Songhee Han; Peixia Shao; Ying Cai – Educational Technology Research and Development, 2025
To help young students succeed in problem-based learning (PBL), researchers suggested investigating students' need for cognition (NFC), one's inclination to exert mental effort during learning. How one puts mental effort into a learning task is related to motivation. If motivated, students are more likely to engage in challenging tasks, put in…
Descriptors: Cognitive Processes, Middle School Students, Learning Motivation, Technology Uses in Education
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Yen-Fen Lee; Gwo-Jen Hwang; Pei-Ying Chen – Educational Technology Research and Development, 2025
Self-regulated learning (SRL) is an approach to learning which aims to improve learners' learning outcomes. In the SRL cycle, the quality of students' reflections is a critical factor in SRL performance that can improve learning outcomes. The feedback provided by teachers often has a significant impact on the quality of students' reflections.…
Descriptors: Independent Study, Reflection, Feedback (Response), Artificial Intelligence
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Lu-Ho Hsia; Gwo-Jen Hwang; Yen-Nan Lin; Jan-Pan Hwang – Educational Technology Research and Development, 2025
In most physical education courses, teachers generally observe and interact with students face-to-face, so as to assess their learning status and provide immediate and appropriate guidance. However, during the COVID-19 pandemic, practical physical education courses moved completely online. Without physical contact, the safety, assessment, and…
Descriptors: Physical Education, Artificial Intelligence, COVID-19, Pandemics
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
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Broadbent, Jaclyn; Fuller-Tyszkiewicz, Matthew – Educational Technology Research and Development, 2018
This study examines a person-centered approach to self-regulated learning among 606 University students (140 online, and 466 in blended learning mode). Latent profile analysis revealed five distinct profiles of self-regulated learning: minimal regulators, restrained regulators, calm self-reliant capable regulators, anxious capable collaborators,…
Descriptors: Metacognition, Blended Learning, Online Courses, Profiles
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Shadiev, Rustam; Huang, Yueh-Min; Hwang, Jan-Pan – Educational Technology Research and Development, 2017
In this study, the effectiveness of the application of speech-to-text recognition (STR) technology on enhancing learning and concentration in a calm state of mind, hereafter referred to as meditation (An intentional and self-regulated focusing of attention in order to relax and calm the mind), was investigated. This effectiveness was further…
Descriptors: Assistive Technology, Learning, Attention, Metacognition
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Lee, Eunbae; Hannafin, Michael J. – Educational Technology Research and Development, 2016
Student-centered learning (SCL) identifies students as the owners of their learning. While SCL is increasingly discussed in K-12 and higher education, researchers and practitioners lack current and comprehensive framework to design, develop, and implement SCL. We examine the implications of theory and research-based evidence to inform those who…
Descriptors: Student Centered Learning, Learner Engagement, Elementary Secondary Education, Higher Education
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Lin, Hao-Chiang Koong; Chao, Ching-Ju; Huang, Tsu-Ching – Educational Technology Research and Development, 2015
According to Krashen's affective filter hypothesis, students who are highly motivated have their self-consciousness. When they enter a learning context with a low level of anxiety, they are much more likely to become successful language acquirers than those who do not. Affective factors such as motivation, attitude, and anxiety, have a direct…
Descriptors: Anxiety, Tutoring, Second Language Learning, College Students
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Ke, Fengfeng – Educational Technology Research and Development, 2008
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes,…
Descriptors: Computers, Educational Games, Metacognition, Mathematics Achievement