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Jie Liu; Zhifeng Li; Jiawang Yang; Hao He; Fang Cui – npj Science of Learning, 2025
This study explores the cognitive and neural mechanisms underlying math avoidance in individuals with high math anxiety (HMA), a pattern contributing to reduced practice and poor performance. Using an approach-avoid conflict paradigm and both general linear mixed model and Hierarchical Drift Diffusion Model (HDDM) regression analyses, we found…
Descriptors: Cognitive Processes, Neurology, Mathematics Education, Mathematics Anxiety
Lämsä, Joni; Mannonen, Joonas; Tuhkala, Ari; Heilala, Ville; Helovuo, Arto; Tynkkynen, Ilkka; Lampi, Emilia; Sipiläinen, Katriina; Kärkkäinen, Tommi; Hämäläinen, Raija – Journal of Computer Assisted Learning, 2023
Background: Cognitive load (CL) management is essential in safety-critical fields so that professionals can monitor and control their cognitive resources efficiently to perform and solve scenarios in a timely and safe manner, even in complex and unexpected circumstances. Thus, cognitive load theory (CLT) can be used to design virtual reality (VR)…
Descriptors: Cognitive Processes, Difficulty Level, Computer Simulation, Flight Training
Wang, Tingting; Li, Shan; Huang, Xiaoshan; Pan, Zexuan; Lajoie, Susanne P. – Education and Information Technologies, 2023
Students process qualitatively and quantitatively different information during the dynamic self-regulated learning (SRL) process, and thus they may experience varying cognitive load in different SRL behaviors. However, there is limited research on the role of cognitive load in SRL. This study examined students' cognitive load in micro-level SRL…
Descriptors: Cognitive Processes, Difficulty Level, Learning Strategies, Self Efficacy
Lanqin Zheng; Yunchao Fan; Zichen Huang; Lei Gao – Journal of Computer Assisted Learning, 2024
Background: Online collaborative learning has been widely adopted in the field of education. However, learners often find it difficult to engage in collaboratively building knowledge and jointly regulating online collaborative learning. Objectives: The study compared the impacts of the three learning approaches on collaborative knowledge building,…
Descriptors: Cooperative Learning, Electronic Learning, College Students, Learning Strategies
Topu, Fatma Burcu – Journal of Theoretical Educational Science, 2023
This study aimed to investigate the effects of gamification on active and reflective learners' engagement and cognitive load. It also compared both groups' experiences in a 10-week gamification process. It employed triangulation, one of the mixed research designs in this study. Participants consisted of 70 undergraduate students (45 active, 25…
Descriptors: Gamification, Active Learning, Reflective Teaching, Learner Engagement
Yi Zhang; Jiumin Yang; Chenyan Dai; Zhongling Pi – Educational Technology & Society, 2024
Previous studies have shown that encouraging students to use self-explanation strategies has proven effective in text-focused learning contexts. However, no study to date has focused on how students' strategy preference moderates the effect of self-explanation strategies on learning from video lectures. The current study investigated how students'…
Descriptors: Teaching Methods, Video Technology, Lecture Method, Preferences
Harman, Michael J.; Kodak, Tiffany; Bohl, Leah; Mayland, Theresa – Analysis of Verbal Behavior, 2021
The purposes of this study were to evaluate the effects of an auditory-distractor stimulus and vocal-blocking task on performance on a math task and measures of overt verbal operants. College students served as participants, and they were instructed to solve an arithmetic problem while continuously emitting overt verbal behavior. The overt verbal…
Descriptors: Verbal Communication, Student Behavior, Mathematics Achievement, Mathematics Activities
Süleyman Özdel; Can Sarpkaya; Efe Bozkir; Hong Gao; Enkelejda Kasneci – International Educational Data Mining Society, 2025
Transforming educational technologies through the integration of large language models (LLMs) and virtual reality (VR) offers the potential for immersive and interactive learning experiences. However, the effects of LLMs on user engagement and attention in educational environments remain open questions. In this study, we utilized a fully…
Descriptors: Technology Uses in Education, Educational Technology, Artificial Intelligence, Computer Simulation
Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
David H. Kahl Jr. – Journal of Communication Pedagogy, 2024
Post-truth messages have been present in our society for centuries, but their prevalence has become greatly exacerbated in recent decades due to the ease in which they can be disseminated throughout society. Neoliberal entities carefully craft these messages to accomplish economic goals and employ nefarious tactics when disseminating them. This…
Descriptors: College Students, Social Media, Communication (Thought Transfer), Ethics
Hoch, Emely; Sidi, Yael; Ackerman, Rakefet; Hoogerheide, Vincent; Scheiter, Katharina – Educational Psychology Review, 2023
It is well established in educational research that metacognitive monitoring of performance assessed by self-reports, for instance, asking students to report their confidence in provided answers, is based on heuristic cues rather than on actual success in the task. Subjective self-reports are also used in educational research on cognitive load,…
Descriptors: Metacognition, Self Efficacy, Self Evaluation (Individuals), Student Behavior
Kriescher, Stephanie L.; Hulac, David M.; Ryan, Alexandra M.; King, Breanna L. – Intervention in School and Clinic, 2023
Fidget toys have been marketed as universal educational supports in the absence of a scientific evidence base. This article gives an overview of the existing literature on the effect of fidget toy use on student attention, behavior, and learning, and a review of two competing theoretical approaches to fidget toys: sensory processing theory and…
Descriptors: Toys, Attention Control, Student Behavior, Academic Achievement
Wang, Tingting; Li, Shan; Huang, Xiaoshan; Lajoie, Susanne P. – Educational Technology Research and Development, 2023
This study examined how task complexity affected the temporal characteristics of self-regulated learning (SRL) behaviours in clinical reasoning. Eight-eight (N = 88) medical students participated in this study. They were required to diagnose two virtual patients of varying complexity in BioWorld, an intelligent tutoring system (ITS) designed to…
Descriptors: Medical Students, Difficulty Level, Independent Study, Student Behavior
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
Chieh-Ju Tsao; Chun-Sheng Chang; Chih-Hung Chen – Journal of Educational Computing Research, 2025
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students' surroundings and academic performance, has a positive impact on students' cognitive outcomes in games. This implies the significance of conducting a study to probe…
Descriptors: Game Based Learning, Elementary School Students, Grade 6, Foreign Countries

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