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Enilda Romero-Hall – Distance Learning, 2024
This paper focuses on an intersectional feminism approach to writing assignments in which students served as co-creators of knowledge engaged in the development of an open-access book titled "Motivation in Learning, Training, and Development: A Collection of Essays," while enrolled in the "Principles of Learner Motivation"…
Descriptors: Books, Writing Assignments, Graduate Students, Feminism
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González-Cabañes, Eduardo; Garcia, Trinidad; Chase, Catherine; Núñez, Jose Carlos – Campbell Systematic Reviews, 2023
This is the protocol for a Campbell systematic review. The objectives are as follows: The purpose of this review is to synthesize the evidence about the efficacy of problem solving before instruction (PS-I) to promote learning and motivation in students. Specifically, this review is designed to answer the following questions: To what degree does…
Descriptors: Problem Solving, Instruction, Teaching Methods, Learning Motivation
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Lee Cheng – Technology, Pedagogy and Education, 2024
The rapid advancement of mobile and computing technologies has made the enjoyment of music in the video gaming experience more accessible and affordable, and has raised the interest of educators in the affordances of music-related games for informal music learning. This study aimed to examine the educational affordances of music-related games…
Descriptors: Video Games, Computer Software, Music Education, Music
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Yang, Qi-Fan; Lian, Li-Wen; Zhao, Jia-Hua – International Journal of Educational Technology in Higher Education, 2023
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a…
Descriptors: Undergraduate Students, Gamification, Artificial Intelligence, Robotics
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Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
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Mohd Nasir, Siti Munirah; Zamzamir, Zamzana; Mohd Tajudin, Nor'ain; Shafie, Sabarina; Ahmat, Norhayati; Hasan, Norsida – International Journal of Educational Methodology, 2023
This study focused on the development of teaching aids for the topic of Isometric Transformations for Form 2 students in Malaysia. The first objective was to determine the usability of teaching aids in the isometric transformations kit integrates gamebased learning (GBL) Method (KitTI Method) and the second objective was to examine the…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Teaching Methods
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Hu, Yuanyuan; Gallagher, Timothy; Wouters, Pieter; Schaaf, Marieke; Kester, Liesbeth – Journal of Research in Science Teaching, 2022
Game-based learning (GBL) may address the unique characteristics of a single subject such as chemistry. Previous systematic reviews on the effects of GBL have yielded contradictory results concerning cognitive and motivational outcomes. This meta-analysis aims to: (a) estimate the overall effect size of GBL in chemistry education on cognitive,…
Descriptors: Game Based Learning, Teaching Methods, Chemistry, Science Instruction
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Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
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Wang, Bo – Educational Philosophy and Theory, 2022
Education ecology is a new crossover research field in network age. Its research content can be either microscopic classroom teaching or macro educational ecology research on teaching and culture. The university music classroom is a special kind of ecology. The reason why this is special is that compared to natural ecology, the classroom ecology…
Descriptors: Educational Philosophy, Music Education, Teaching Methods, Higher Education
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An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
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A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
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Wang, Xue; Zhang, Wei – SAGE Open, 2022
Given the significance of cultivating students' autonomous learning ability, there is a need to develop an instructional model that can improve students' awareness and behavior of autonomous learning, as well as to explore the effectiveness and optimization of this model effectively. Taking college English course as a case study, this paper…
Descriptors: Second Language Learning, Second Language Instruction, Personal Autonomy, Case Studies
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Rasmitadila; Widyasari; Prasetyo, Teguh; Rachmadtullah, Reza; Samsudin, Achmad; Aliyyah, Rusi Rusmiati – International Journal of Instruction, 2021
The issues experienced by general teachers (GT) in instruction in an inclusive classroom in primary school are the difficulty of designing effective instructional strategies that can meet all students' needs with various uniqueness. This research investigates GTs' experiences of the brain's natural learning systems-based instructional approach in…
Descriptors: Inclusion, Systems Approach, Teaching Methods, Brain Hemisphere Functions
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P. Rose, Simon; Habgood, M. P. Jacob; Jay, Tim – Journal of Educational Computing Research, 2020
The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations,…
Descriptors: Programming Languages, Computer Science Education, Game Based Learning, Educational Games
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Walsh, Kenneth R.; Hoque, Md Tamjidul; Williams, Kim H. – Journal of Learning in Higher Education, 2017
Human Machine Learning Symbiosis is a cooperative system where both the human learner and the machine learner learn from each other to create an effective and efficient learning environment adapted to the needs of the human learner. Such a system can be used in online learning modules so that the modules adapt to each learner's learning state both…
Descriptors: Online Courses, Learning Motivation, Affective Behavior, Computer Assisted Instruction
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