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Anna C. Brady; Christopher A. Wolters; Penny A. Pasque; Shirley L. Yu; Tzu-Jung Lin – Active Learning in Higher Education, 2025
This study aimed to identify and evaluate major processes college students engage in as they begin their active engagement in learning. Semi-structured interviews were conducted with 23 college students. Then, a grounded theory approach was used to identify the forethought processes students described. These processes included identifying goals,…
Descriptors: Active Learning, College Students, Independent Study, Learning Processes
Andoyo Sastromiharjo; Velayeti Nurfitriana Ansas; Yeti Mulyati; Vismaia S. Damaianti – International Journal of Language Education, 2025
This study explored the pedagogical discourse of experienced Indonesian language teachers (in-service teachers) during the pre-teaching phase, focusing on the communication strategies used when initiating classroom learning activities because initial teacher-student interactions are crucial for shaping engagement and motivation. The qualitative…
Descriptors: Language Teachers, Teaching Methods, Communication Strategies, Goal Orientation
Kwan, Felix B. – Journal of Instructional Pedagogies, 2018
Advances in neuroscience technology have allowed brain scientists to learn more about what occurs in the brain when a person engages in -- and learns -- something. And the findings in neuroscience have tremendous value to us educators in our efforts to foster engagement and learning among students in our classes. Following up on a previously…
Descriptors: Tests, Testing, Neurosciences, Brain
Huang, Wen; Roscoe, Rod D.; Craig, Scotty D.; Johnson-Glenberg, Mina C. – Journal of Educational Computing Research, 2022
Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with…
Descriptors: Affective Behavior, Learning Theories, Computer Simulation, Teaching Methods
Novak, Magdalena; Phelan, Siëlle; Lewalter, Doris; Schwan, Stephan – International Journal of Science Education, 2020
Previous research from in and outside museums suggests that the haptic exploration of surfaces and objects have various educational benefits and can positively influence the museum visit experience. However, there is still a need for more research on the potential effects of object handling on museum learning, especially in science museums. The…
Descriptors: Science Education, Museums, Learning Processes, Photography
Evans, Paul; Liu, Mark Y. – Journal of Research in Music Education, 2019
Motivation has formed a core strand of research in music education, reflecting its importance in educational psychology and other skill-based performance domains. Understanding motivation is crucial for explaining students' achievement, performance, well-being, and intentions to continue participation in (or drop out of) music learning throughout…
Descriptors: Music Education, Music Activities, Psychological Needs, High School Students
Anderson, Andrea Earline; Meier, Jessica A. – Journal of STEM Arts, Crafts, and Constructions, 2018
The integration of art into curricula focused on teaching science is a new perspective in education designed to reach a broader range of students. The current study examined the process of second-grade students participating in science and art activities through qualitative content analysis. The subjects of science and art were not taught to the…
Descriptors: Elementary School Students, Primary Education, Grade 2, Civil Engineering
Balan, Peter; Clark, Michele; Restall, Gregory – Education & Training, 2015
Purpose: Teaching methods such as Flipped Learning and Team-Based Learning require students to pre-learn course materials before a teaching session, because classroom exercises rely on students using self-gained knowledge. This is the reverse to "traditional" teaching when course materials are presented during a lecture, and students are…
Descriptors: Learning Activities, Introductory Courses, Qualitative Research, Entrepreneurship
Riendeay, Diane, Ed. – Physics Teacher, 2013
Discrepant events are surprising occurrences that challenge learners' preconceptions. These events puzzle students because the results are contrary to what they believe should happen. Due to the unexpected outcome, students experience cognitive disequilibrium, and this often leads to a desire to solve the problem. Discrepant events are great…
Descriptors: Science Instruction, Prior Learning, Learner Engagement, Video Technology
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Improvement of CSCW Software Implementation in NPD: The CAM Mechanism for a Better Adoption by Users
Restrepo, Tomas; Arbelaez, Natalia; Millet, Dominique; Gidel, Thierry – International Journal of Learning and Change, 2010
Cooperation between disseminated actors is a key factor in improving new product development (NPD) performance. In the last years, numerous CSCW software applications have been introduced in the industry to support NPD with a low success rate. This is partly due to the limited insight of the organisational and human factors influencing user…
Descriptors: Foreign Countries, Computer Software, Program Implementation, Adoption (Ideas)
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers

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