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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Virtual laboratories are used to supplement or even replace physical laboratories in engineering education. Although these virtual laboratories allow students to learn foundational experimental skills, they do not provide the learners with the chance to develop higher-order thinking skills (HOTS). Computational thinking (CT) is an…
Descriptors: Computation, Thinking Skills, Computer Simulation, Laboratories
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Norman B. Mendoza; Artem Zadorozhnyy; John Ian Wilzon T. Dizon – British Journal of Educational Psychology, 2025
Background: The achievement composition effect (ACE) posits that students' academic performance is influenced by the collective achievement level of their classmates. While ACE has been demonstrated across various learning domains, its role in second language (L2) learning and motivational moderators of this effect remain underexplored. Aims: This…
Descriptors: Secondary School Students, Academic Achievement, Achievement Gains, Second Language Learning
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Caroline M. Crawford, Editor; Taylor T. Gee, Editor – IGI Global, 2025
Creating engagement in the school system fosters success and belonging. This is essential for enhancing the student experience especially in higher education. Students who feel connected to their institution, supported by peers and faculty, and empowered in their academic and personal pursuits are more likely to excel both inside and outside the…
Descriptors: Learning Motivation, Learner Engagement, Sense of Belonging, Academic Achievement
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Takatoyo Umemoto; Tsutomu Inagaki – Journal of Education and Learning, 2025
This study aimed to examine the reciprocal relationship between motivation and engagement in out-of-class learning among Japanese undergraduates by using a cross-lagged panel model. Two online surveys were conducted with 293 university students in Japan. This study measured motivation and engagement with regard to out-of-class tasks (homework) for…
Descriptors: Learning Motivation, Learner Engagement, Undergraduate Students, Foreign Countries
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Chien-Yuan Su; Yuqing Guo; Juncheng Shen – International Journal of Technology in Education, 2025
The incorporation of gamification into online courses has become an increasingly popular approach to enhance students' learning experience, as it has the potential to increase their engagement, motivation, and interest. In this study, we examined the impact of three gamified components--rewards, role-playing, and competition--on students' learning…
Descriptors: Gamification, Online Courses, Learning Motivation, Learner Engagement
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Paul Obeng; Medina Srem-Sai; Iddrisu Salifu; Mustapha Amoadu; Francis Arthur; Edmond Kwesi Agormedah; John Elvis Hagan Jr.; Thomas Schack – British Educational Research Journal, 2025
The study investigated the relationships between students' grit, academic engagement, motivation and self-regulated learning (SRL). It explored the mediating role of academic motivation and SRL in the relationship between students' grit and academic engagement. Understanding these dynamics can help educators foster environments that enhance…
Descriptors: Persistence, Resilience (Psychology), Learner Engagement, Student Motivation
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Jiajing Li; Jianhua Zhang; Ching Sing Chai; Vivian W. Y. Lee; Xuesong Zhai; Xingwei Wang; Ronnel B. King – npj Science of Learning, 2025
Motivation is a key driver of learning. Prior work on motivation has mostly focused on conventional learning contexts that did not necessarily involve AI. Hence, little is known about students' motivation to learn AI. This study examined the structure of students' AI motivational system using self-determination theory as the theoretical framework.…
Descriptors: Learning Motivation, Artificial Intelligence, Self Determination, Network Analysis
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Johnmarshall Reeve; Geetanjali Basarkod; Hye-Ryen Jang; Rafael Gargurevich; Hyungshim Jang; Sung Hyeon Cheon – Educational Psychology Review, 2025
Students involve themselves in learning activities multidimensionally, including behaviorally, cognitively, emotionally, and agentically. This multidimensional involvement predicts important outcomes, but it is also possible that each type of engagement might have its own specialized purpose or function. To investigate this possibility, we…
Descriptors: Meta Analysis, Learner Engagement, Academic Achievement, Social Support Groups
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F. Venturi – European Journal of Education, 2025
Final year individual projects have always been the culmination of a student's curriculum at university, requiring knowledge and skills gained over the whole course. However, with time, their scope and aim have moved from a more traditional research-oriented one to a more modular structure, where specific skills are demonstrated and assessed. This…
Descriptors: College Seniors, Engineering Education, Student Projects, Learning Processes
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Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
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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
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
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Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
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Lumbini Barua; Barbara B. Lockee – Discover Education, 2024
While the movement for flexibility in higher education can be traced back to the first corresponding courses in the 18th century, the recent pandemic has led to an unprecedented demand for flexible learning, particularly in higher education settings. This review of the literature delves into the evolution of flexible course design and defines…
Descriptors: Higher Education, College Curriculum, Curriculum Design, Curriculum Development
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