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Xufeng Huang – Educational Studies, 2025
This study aims to investigate the effectiveness of hybrid teaching in Science-Technology-Engineering-Arts-Mathematics (STEAM) courses from an educational research perspective. The study begins by analyzing the advantages of STEAM education over traditional approaches. Based on this analysis and utilizing the…
Descriptors: Art Education, STEM Education, Blended Learning, In Person Learning
Jens Möller; Katrin Arens; Christoph Niepel – Studies in Second Language Learning and Teaching, 2025
An expanding literature has explored the impact of second language (L2) self-concept on language achievement and motivation. This review adopts a psychological lens to examine L2 self-concept, beginning with an outline of prominent theoretical frameworks: situated expectancy-value theory; Shavelson et al.'s (1976) hierarchical, multidimensional…
Descriptors: Second Language Learning, Second Language Instruction, Academic Ability, Self Concept
Ana Manzano-Leo´n; Jose´ M. Rodri´guez-Ferrer; Jose´ M. Aguilar-Parra – Journal of Chemical Education, 2023
This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest--post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially…
Descriptors: Game Based Learning, High School Students, Comparative Analysis, Learning Motivation
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
Sharif, Shahbaz; Braimah, Mary; Dogbey, Alice Emmanuela – European Journal of Training and Development, 2023
Purpose: Public and private universities keep facilitating knowledge transfer and sharing within academic institutions. Multiple factors have been investigated to strengthen the infrastructure of these universities; however, the researchers have always been trying to explore the best one. Therefore, the purpose of this study is to investigate the…
Descriptors: Academic Support Services, Learning Motivation, Transfer of Training, Comparative Analysis
Antonio Fabio Bella – Journal of Moral Education, 2024
I present a new model of the self-regulation of virtue that integrates perspectives on emotion, cognition, and motivation. Across three vignette-based studies in US/UK (N = 1,540), I developed through exploratory and confirmatory factor analysis a multi-item measure of broadening and defensive responses, the Self-Regulation of Virtue Inventory…
Descriptors: Moral Values, Moral Development, Metacognition, Network Analysis
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Iara Maria Segarra – ProQuest LLC, 2024
Second language learning success relies on instructional methodologies that foster guidance, engagement, motivation, creativity, and active learning in an inclusive environment. As language educators, it is important to establish instructional modes to entice positive behavior and stimulate the senses. The problem to be addressed by the study is…
Descriptors: Neurolinguistics, English (Second Language), Second Language Learning, Second Language Instruction
Yan Lin; Hongjian Liao; Suxian Weng; Wanqi Dong – Education and Information Technologies, 2024
Children's preschool years are crucial for the development of computational thinking (CT) skills. However, debate continues regarding whether CT should be developed through plugged-in or unplugged activities. This study investigated the similarities and differences between plugged-in and unplugged activities with similar learning content and…
Descriptors: Learning Activities, Computer Science Education, Teaching Methods, Thinking Skills
Yuting Zheng; Yuanlan Jiang; Jian-E- Peng – SAGE Open, 2025
English Language MOOCs (LMOOCs) employ multimodal resources to enhance second language learners' engagement and motivation. This study examined the multimodal instructional discourse in English LMOOCs in a Chinese MOOC platform, focusing on the rhetorical relations between the linguistic mode, termed verbiage, and two non-linguistic modes, namely…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Cervin-Ellqvist, Maria; Larsson, Daniel; Adawi, Tom; Stöhr, Christian; Negretti, Raffaella – Higher Education: The International Journal of Higher Education Research, 2021
Knowing how students approach learning in higher education contexts is key to promote learning strategies that are effective in the long run. Previous research has concluded that students often use ineffective learning strategies but believe them to be effective--a phenomenon known as metacognitive illusion. In a bid to broaden the perspective on…
Descriptors: Metacognition, Cognitive Style, Learning Strategies, Engineering Education
Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
Khaled Ahmed AbdelAl Ibrahim; Yasha Rakhshani – Asian-Pacific Journal of Second and Foreign Language Education, 2024
In the current research, the impacts of portfolio assessment (PA) on the grit tendencies, motivation, and willingness to communicate (WTC) of Saudi Arabian EFL learners were examined. The population of this study was fifty-eight EFL learners who were assigned to two groups in order to accomplish this purpose. Following that, both groups were given…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Portfolio Assessment
Fidan, Mustafa – Education and Information Technologies, 2023
Flipped classroom (FC) has recently attracted researchers' interest in teacher education thanks to its potential for promoting pre-service teachers' (PTs) professional development. However, some of major issues are the lack of interactivity, disengagement, and amotivation of PTs for pre-class activities due to poor online instruction design. This…
Descriptors: Flipped Classroom, Teaching Methods, Comparative Analysis, Learning Motivation
Seyma Sahin; Abdurrahman Kiliç – Journal of Applied Research in Higher Education, 2025
Purpose: The ultimate objective of this study is to compare the impact of face-to-face and online flipped learning on students' academic achievements and their perspectives on learning and teaching, offering valuable insights to the field. Design/methodology/approach: The study utilized a quasi-experimental research method that involves pre-test…
Descriptors: Flipped Classroom, Teaching Methods, In Person Learning, Online Courses

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