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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
Raed Alzahrani – ProQuest LLC, 2023
According to Boo et al. (2015), between 2005 and 2014, the majority of L2 motivation studies focused on general learner motivation, neglecting research on motivating learners in classroom contexts. Similarly, Sudina (2021) stated that most research on motivation focused on students' individual motivation, even though what teachers do to motivate…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Motivation Techniques
Donna Holly Park – ProQuest LLC, 2024
Finding ways to motivate learners in online courses can be difficult when the interaction between the instructor and the learner is conducted through written text. The use of syllabi is an important component to help guide learners and provide them with course expectations. A poorly written or misinterpreted syllabus can contribute to a negative…
Descriptors: Video Technology, Course Descriptions, Student Attitudes, Student Motivation
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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
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Mark D. Groza; Mya P. Groza; Sue Hasbrouck – Journal of Marketing Education, 2024
As online course delivery becomes an ever-increasing modality in marketing education, it is essential that marketing educators understand the unique factors that drive student course engagement in online versus face-to-face courses. This article develops and empirically tests a conceptual model grounded in the theory of mental self-governance…
Descriptors: Thinking Skills, Cognitive Style, Marketing, Business Administration Education
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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
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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
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Indriasari, Theresia Devi; Denny, Paul; Lottridge, Danielle; Luxton-Reilly, Andrew – Computer Science Education, 2023
Background and Context: Peer code review activities provide well-documented benefits to students in programming courses. Students develop relevant skills through exposure to alternative coding solutions, producing and receiving feedback, and collaboration with peers. Despite these benefits, low student motivation has been identified as one of the…
Descriptors: Peer Evaluation, Student Motivation, Cooperative Learning, Programming
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Yi Li; Ghulfam Sadiq; Ghulam Qambar; Pengyu Zheng – Education and Information Technologies, 2025
Integrating ChatGPT into educational contexts has become prevalent due to its potential to revolutionize teaching, learning, and research. However, to ensure positive use, it is necessary to design learning environments that effectively incorporate this technology. This study employed self-determination theory as an undergirding framework to…
Descriptors: Student Research, Independent Study, Undergraduate Students, Correlation
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Farzaneh Kazemi; Farnaz Heyran Kahnamuei – Technology in Language Teaching & Learning, 2025
Considering the growing prevalence of the implementation of technology in the field of language education, the widely used approach called "blended Learning", defined as a mixture of face-to-face education with computer-assisted instruction is reported to be beneficial in several aspects such as improved performance, a high-quality…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction
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María Luquin; María del Pilar García Mayo – Studies in Second Language Learning and Teaching, 2025
This study investigated how the inclusion of model texts as a feedback technique affected students' task motivation and engagement in writing tasks. Adopting a longitudinal design, 60 English as a foreign language (EFL) children (aged 11-12) were divided into three groups: a treatment group, a long-term treatment group, and a control group. The…
Descriptors: Task Analysis, English (Second Language), Second Language Learning, Second Language Instruction
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Bang, Hee Jin; Li, Linlin; Flynn, Kylie – Early Childhood Education Journal, 2023
This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve learning outcomes and engagement for kindergarten and first grade students (N = 505 treatment, 481 control). Findings indicate that students using My Math Academy made significant…
Descriptors: Mathematics Instruction, Computer Software, Learning Motivation, Learner Engagement
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Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
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Baten, Elke; Vansteenkiste, Maarten; De Muynck, Gert-Jan; De Poortere, Eline; Desoete, Annemie – Journal of Educational Psychology, 2020
Although teachers are recommended to create a stimulating learning environment in which children can use, perfect, and extend their skills, this is far from easy. In many cases, identifying the optimal difficulty level of learning tasks involves a trial-and-error process during which teachers offer children too difficult tasks, with negative…
Descriptors: Difficulty Level, Learning Processes, Personal Autonomy, Teacher Student Relationship
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