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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
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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
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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
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Yanfei Shen; Lili Chu; Song Yang; Xueli Zhang; Zhonggen Yu – International Journal of Web-Based Learning and Teaching Technologies, 2024
Since the outbreak of the pandemic in 2019, pandemic prevention and control has gradually become normal, and internet-based massive open online courses (MOOCs) have become widely available. Aiming to give an insight into learner engagement, motivation, and learning performance in MOOCs in the post-pandemic time, this study reviewed 52 articles…
Descriptors: MOOCs, Learning Motivation, Pandemics, COVID-19
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Vrcelj, Ana; Hoic-Božic, Nataša; Dlab, Martina Holenko – International Journal of Educational Methodology, 2023
Gamification in education refers to the application of game design elements and game principles in teaching with the goal of increasing students' motivation and engagement, which contributes to more successful achievement of learning outcomes. Gamification can be used in education at different levels, from primary and secondary schools to…
Descriptors: Gamification, Elementary Education, Secondary Education, Literature Reviews
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Jetë Aliu; Fjolla Kaçaniku; Blerim Saqipi – International Journal of Educational Reform, 2024
Teacher leadership is a critical aspect of school change while there is lack of a consistent definition for it. This examines teacher leadership conceptualization and its associated outcomes. The review of 33 articles published 2018-2023 focused on teacher leadership in K-12 setting, found that many authors relied on established definitions, with…
Descriptors: Teacher Leadership, Leadership Role, Academic Achievement, Learning Motivation
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Mehmet Diyaddin Yasar; Mustafa Erdogan; Veli Batdi; Ülkü Cinkara – European Journal of Science and Mathematics Education, 2024
The aim of this study is to reveal the effect of cooperative learning method in science education on academic achievement with mixed-meta method. For this purpose, various national and international databases were searched, and among 81 articles and 37 theses covering the period between 2001 and 2022, 46 articles and 31 theses that included…
Descriptors: Cooperative Learning, Teaching Methods, Science Education, Positive Attitudes
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Eunjae Park; Michelle M. Neumann – Journal of Comparative and International Higher Education, 2024
New digital technologies such as social robots are embodied computers with human-like features and conversational capabilities that can socially interact with people. Social robots have been used in education as a learning tool to support second language learning. This essay discusses current research literature that has explored how social robots…
Descriptors: Robotics, Second Language Instruction, Second Language Learning, Teaching Methods
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Cobanoglu, Rahime; Büyükkidik, Serap; Yurttas Kumlu, Gülfem D. – Journal of Theoretical Educational Science, 2023
The present study explores the self-regulated learning (SRL) research published in English or Turkish language journals included in the Web of Science database from the beginning to 2021 via bibliometric analysis. The 2197 articles that met the eligibility criteria were included in the study. The results reveal that the research on SRL has been…
Descriptors: Bibliometrics, Educational Research, Independent Study, Learning Motivation
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Di Zou; Morris Siu-Yung Jong; Xinyi Huang; Gary Cheng; Gwo-Jen Hwang; Michael Yi-Chao Jiang – Interactive Learning Environments, 2024
Spherical video-based virtual reality (SVVR) is a form of virtual reality that employs 360-degree videos to immerse learners in virtual environments. As SVVR can simulate realistic experiences, the current trend of language education is towards more use of it. To examine its current status, this study systematically reviewed 31 articles on…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Second Language Instruction
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García-Martínez, Inmaculada; Fernández-Batanero, José María; Fernández-Cerero, José; León, Samuel P. – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and computational sciences have aroused a growing interest in education. Despite its relatively recent history, AI is increasingly being introduced into the classroom through different modalities, with the aim of improving student achievement. Thus, the purpose of the research is to analyse, quantitatively and…
Descriptors: Artificial Intelligence, Computation, Academic Achievement, Meta Analysis
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Salikhova, Nailya R.; Lynch, Martin F.; Salikhova, Albina B. – Contemporary Educational Technology, 2020
The purpose of this article was to compile a general map of existing research on digital education from the Self-determination theory (SDT) perspective, in order to understand SDT's contribution to the emerging field of research on digital technologies in education, the methods used to advance this research, the gaps in existing research, and the…
Descriptors: Psychological Patterns, Electronic Learning, Self Determination, Learning Motivation
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Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
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