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Shalieka Tiffia Burris – ProQuest LLC, 2024
This study examined adult learners' satisfaction, motivation, and engagement in online academic writing courses. Utilizing a mixed method, causal-comparative design, the study investigated the experiences of adult learners, who have distinctive characteristics from traditional learners. The findings revealed that adult learners are highly…
Descriptors: Adult Learning, Online Courses, Academic Language, Writing Instruction
Zhang, Yuan; Taylor, Jonathan E. – American Association for Adult and Continuing Education, 2022
Whether an adult is motivated or unmotivated to learn depends on the actual learning experience. To further our understanding of English as a second language (ESL) learners and their language learning experience, this paper delves into the intricate realm of learning resistance. Ultimately, we seek to provide a comprehensive perspective on…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
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
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
Ching-Hsuan Wu; Sergio Robles-Puente; Amy S. Thompson – Studies in Second Language Learning and Teaching, 2024
The impetus of this study is to investigate students' attitudes towards online language learning based on their previous academic experiences and year of study, including the decision to major or minor (i.e., motivation). A total of 975 students completed a survey questionnaire consisting of background information, Likert scale items, and…
Descriptors: Online Courses, Second Language Learning, Second Language Instruction, Language Teachers
Stratton, Erin; Chitiyo, George; Mathende, Allen M.; Davis, Krista M. – Contemporary Educational Technology, 2020
The purpose of this study was to compare how face-to-face instruction and flipped learning differed in terms of student achievement in seventh grade science classes, as well as to assess how students who were in the flipped classroom felt about their experiences. A total of 81 students received face-to-face instruction, and 73 received flipped…
Descriptors: Middle School Students, Teaching Methods, Blended Learning, Science Achievement
Gao, Shanshan – ProQuest LLC, 2022
In the modern higher educational system, technology permeated almost all the provisions of educational processes and transformed individual learning transactions. Empirical evidence reveals students' skill gaps in the digitized campus and the real-world work environment driven by technology. Technical training is of high value and in high demand…
Descriptors: Andragogy, Learning Motivation, Personal Autonomy, Learning Theories
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
Loewen, Shawn; Crowther, Dustin; Isbell, Daniel R.; Kim, Kathy Minhye; Maloney, Jeffrey; Miller, Zachary F.; Rawal, Hima – ReCALL, 2019
The growing availability of mobile technologies has contributed to an increase in mobile-assisted language learning in which learners can autonomously study a second language (L2) anytime or anywhere (e.g. Kukulska-Hulme, Lee & Norris, 2017; Reinders & Benson, 2017). Research investigating the effectiveness of such study for L2 learning,…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Correlation
Ambusaidi, Abdullah; Al Musawi, Ali; Al-Balushi, Sulaiman; Al-Balushi, Khadija – Journal of Turkish Science Education, 2018
Laboratories are important environments in science teaching. There is no doubt that the employment of technology in these environments may change the learning of science, especially as the technology has made its way into nearly every aspect of daily life. This study aimed to investigate the impact of using virtual labs on students' achievement…
Descriptors: Foreign Countries, Computer Simulation, Science Laboratories, Learning Experience
Dzeng, Ren-Jye; Lin, Ken-Yu; Wang, Pei-Ru – British Journal of Educational Technology, 2014
Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught by using lectures and case studies. In this study, a construction procurement and negotiation game…
Descriptors: Educational Games, Construction Management, Purchasing, Business Administration Education
Kantisa, Piyapan; Sitthitikul, Pragasit – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This article aims to provide an extensive review of web-based instruction (WBI), implemented within the realm of English language teaching (ELT). WBI is a teaching method that utilizes computer technology to promote learning experiences by leveraging the internet and web applications. It is suggested that educators carefully consider the related…
Descriptors: Web Based Instruction, Teaching Methods, English (Second Language), Second Language Learning
Lysne, Steven J.; Miller, Brant G.; Eitel, Karla Bradley – Journal of College Science Teaching, 2013
Successfully engaging students with a community college's introductory biology curriculum is a challenging endeavor. Students have numerous distractions competing with faculty for their attention. Traditional presentation of information may leave students longing for something more engaging to do, and the place where most college-level instruction…
Descriptors: Biology, Learner Engagement, Introductory Courses, Community Colleges
Ganapathy, Malina; Seetharam, Saundravalli A/P – Advances in Language and Literary Studies, 2016
In today's globalised digital era, students are inevitably engaged in various multimodal texts due to their active participation in social media and frequent usage of mobile devices on a daily basis. Such daily activities advocate the need for a transformation in the teaching and learning of ESL lessons in order to promote students' capabilities…
Descriptors: Foreign Countries, English Language Learners, English (Second Language), Private Schools
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