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Iftita Rahmi; Tetty Rimenda; Tika Dwi Ariyanti – Journal of Education and Learning (EduLearn), 2025
Gamification is the process of adding game-like features and mechanics in nongame contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of…
Descriptors: Gamification, Student Motivation, Nontraditional Education, Learner Engagement
Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
Maria Vetleseter Bøe; Anders Lauvland; Ellen Karoline Henriksen – Science Education, 2025
Supporting student participation and learning in STEM involves motivating students to engage in the most effective learning activities. In this article, we study how student motivation interacts with learning activities, and we pay special attention to active learning and the Scandinavian context where participation in learning activities is…
Descriptors: Foreign Countries, Undergraduate Students, Physics, Science Education
Jing Wu; Zimin Yuan; Qi Xu – Asia-Pacific Education Researcher, 2025
Task motivation is critical to learners' task performance. However, scant studies have examined learners' task motivation in the translation continuation task based on the "xu"-argument, an emerging view on language acquisition. This exploratory study examined how Chinese English as Foreign Language (EFL) learners' task motivation…
Descriptors: Foreign Countries, Higher Education, College Students, English (Second Language)
Qian Liu; Qi Chen; Yingqi Zhao; Ying Li – SAGE Open, 2025
This study examined how Chinese university English as a foreign language (EFL) students engaged in a language massive open online course (LMOOC) on source culture to meet their learning needs. Learning analytics data from 818 course participants revealed a funnel-shaped pattern of participation, with a significant decline in video-watching and…
Descriptors: English (Second Language), MOOCs, Second Language Learning, Cultural Education
Semanur Cömert; Saide Özbey – Hungarian Educational Research Journal, 2024
This study aimed to examine the effect of Turkish Music, which is played in the background in preschool education environments, on the intrinsic motivation levels of children in the preschool period. The study used a "quasi-experimental pretest-posttest control group design with retention test", one of the quantitative research models.…
Descriptors: Foreign Countries, Music, Preschool Children, Educational Environment
Isaiah T. Awidi; Jonas Quashie Klutsey – Technology, Knowledge and Learning, 2025
This research examines the effect of critical reflection activities in an educational environment that uses active and blended learning experiences for students to develop confidence, motivation, and engagement with their learning. A mixed-methods research approach was adopted on a sample of 137 Communications and Media students, who were involved…
Descriptors: College Students, Self Esteem, Student Motivation, Learner Engagement
How Does a Motivational Gamification Typology Describe Learner Participation in Gamified Activities?
Annetta R. Dolowitz – ProQuest LLC, 2024
Since 2010, gamification, a concept and practice, gained attention in academic research. Results of its effectiveness were mixed and often lacked the use of grounded models or frameworks. Dichev et al. (2019b) proposed the existence of demotivational factors and highlighted two distinct sets of motivational drivers--one linked to game elements and…
Descriptors: Student Participation, Student Motivation, Gamification, Learning Activities
Piotr Konieczny – College Teaching, 2024
This Quick Fix describes how the emerging "writing for Wikipedia" activity allows replacing a traditional written paper with a more motivating, digital assignment that also allows students to contribute to society. It presents the most efficient ways to incorporate Wikipedia into one's teaching curriculum, while also discussing best…
Descriptors: Encyclopedias, Electronic Publishing, Web Sites, Writing Assignments
Spencer Shanks; Jiakun Jack Zhang – Journal of Political Science Education, 2024
Simulations are increasingly recognized for promoting active learning and student engagement and fostering career skills. Yet whether and how simulations facilitate learning, engagement, or both are still subjects of considerable debate. Many existing studies tend to be observational in design, constrained to a single semester, or reliant on…
Descriptors: College Students, Simulation, Learning Activities, Learner Engagement
Juan Gregorio Fernández-Bustos; Pablo Cuesta-Valera; David Zamorano-García – Journal of Physical Education, Recreation & Dance, 2024
Physical education is often viewed as a public health tool that can be used to increase the amount of physical activity young people engage in. However, not only should the amount of physical activity at school and in physical education lessons be increased, but students should also acquire the knowledge, skills, motivation and responsibility that…
Descriptors: Child Health, Physical Education, Multiple Literacies, Student Motivation
Björn Palmberg; Carina Granberg; Catarina Andersson; Torulf Palm – Cogent Education, 2024
In the present study we investigate one 7th-grade mathematics teacher's eight-month long implementation of a comprehensive multi-approach formative assessment practice. Based on an analysis of classroom observations, interviews and written teacher logbooks, this classroom practice is described in detail to illustrate how multi-approach formative…
Descriptors: Formative Evaluation, Student Evaluation, Student Motivation, Learner Engagement
Yu-Chi Chen; Huei-Tse Hou – Asia-Pacific Education Researcher, 2025
To promote motivation and interaction among learners for relationship education in online learning, we designed a digital gamified learning activity for relationship education combined with conceptual and reflective scaffolding. We measured the learning achievement of learners' knowledge, motivation, anxiety and flow during the activity. This…
Descriptors: Educational Technology, Gamification, Learning Activities, Interpersonal Relationship
Nerea López-Bouzas; M. Esther del Moral-Pérez – Review Journal of Autism and Developmental Disorders, 2025
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified.…
Descriptors: Gamification, Educational Games, Autism Spectrum Disorders, Interpersonal Competence
Simsek, Faruk; Hamzaoglu, Ergin – Journal of Theoretical Educational Science, 2023
The importance of this research is to determine the effect of integrating the REACT strategy, which is a practice of the context-based learning method, with STEM education on students' scientific literacy and STEM motivation. The research was conducted with 82 seventh-grade students. A quasi-experimental design with a pre-test and post-test…
Descriptors: STEM Education, Learning Activities, Secondary School Students, Scientific Literacy

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