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Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
Alexander Eitel; Marie-Christin Krebs; Claudia Schöne – Educational Psychology Review, 2025
Given the many opportunities for technology use in education nowadays (e.g., Large language models, explainer videos, digital quizzing), teachers should know and rely on evidence-based answers to questions about when, how, and why technology-augmented instruction helps or hinders learning. To date, finding these answers requires integrating…
Descriptors: Predictor Variables, Technology Uses in Education, Educational Technology, Computer Assisted Instruction
Huan Kang; Hong Chen – Education and Information Technologies, 2025
This study investigates the effects of online instructors' use of initiation and maintenance rapport-building strategies (RBS) on Chinese EFL learners' CALL motivation and cognitive load management. Mixed methods research was used to concurrently triangulate different strands of data on the effects of RBS on 86 randomly sampled EFL learners. The…
Descriptors: English (Second Language), Second Language Learning, Teacher Student Relationship, Cognitive Processes
Glogger-Frey, Inga; Treier, Anne-Katrin; Renkl, Alexander – Instructional Science: An International Journal of the Learning Sciences, 2022
A worked-out or an open inventing problem with contrasting cases can prepare learners for learning from subsequent instruction differently regarding motivation and cognition. In addition, such activities potentially initiate different learning processes during the subsequent ("future") learning phase. In this experiment (N = 45…
Descriptors: Preservice Teachers, Motivation, Learning Processes, Learning Strategies
Agata Guskaroska – ProQuest LLC, 2024
Improving pronunciation in second language (L2) learning requires timely and personalized feedback but educators have limited time to dedicate in the classroom. While there are many educational tools available, educators are still struggling to integrate technology in their practices. To address this challenge, this study explores repurposing a…
Descriptors: Pronunciation, Adoption (Ideas), Second Language Learning, Technology Uses in Education
De Sixte, Raquel; Mañá, Amelia; Ávila, Vicenta; Sánchez, Emilio – Educational Psychology, 2020
This study provides evidence on the impact of including warm messages in elaborated feedback. These messages are aimed at the motivational process that can be mobilised by feedback and that which can condition its reception and the way students face the task (post-feedback behaviour). In a task where secondary school students had to learn a new…
Descriptors: Feedback (Response), Motivation, Student Behavior, Secondary School Students
Implementation Intentions for Improving Self-Regulation in Multimedia Learning: Why Don't They Work?
Hoch, Emely; Scheiter, Katharina; Schüler, Anne – Journal of Experimental Education, 2020
Learners face several self-regulatory challenges during multimedia learning: choosing adequate cognitive strategies (cognitive self-regulation), relying on their own learning abilities (motivational self-regulation), and investing sufficient effort (behavioral self-regulation). Implementation intentions (plans that help transform intentions into…
Descriptors: Self Control, Multimedia Instruction, Cognitive Processes, Student Behavior
Ha, Young; Im, Hyunjoo – Online Learning, 2020
The purpose of this study was to examine the effect of interactive online learning tools on college student learning using flow as the guiding perspective. Study 1 was conducted to test the effect of online interactivity manipulated by dynamic visual learning tools on student's flow experience, level of telepresence, actual performance on tests,…
Descriptors: Electronic Learning, Individualized Instruction, Visual Learning, Instructional Effectiveness
Järvelä, Sanna; Kirschner, Paul A.; Hadwin, Allyson; Järvenoja, Hanna; Malmberg, Jonna; Miller, Mariel; Laru, Jari – International Journal of Computer-Supported Collaborative Learning, 2016
The field of computer supported collaborative learning (CSCL) is progressing instrumentally and theoretically. Nevertheless, few studies examine the effectiveness and efficiency of CSCL with respect to cognitive, motivational, emotional, and social issues, despite the fact that the role of regulatory processes is critical for the quality of…
Descriptors: Computer Assisted Instruction, Educational Technology, Prompting, Cooperative Learning
Buendgens-Kosten, Judith – ReCALL, 2013
This paper discusses the role of authenticity and authenticity claims in computer assisted language learning (CALL). It considers authenticity as the result of a social negotiation process rather than an innate feature of a text, object, person, or activity. From this basis, it argues that authenticity claims play an important role in both second…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Motivation
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2017
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
Descriptors: Motivation, Electronic Learning, Self Efficacy, Academic Achievement
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong – Turkish Online Journal of Educational Technology - TOJET, 2011
The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…
Descriptors: Computer Assisted Instruction, Learning, Models, Games
Apter, Brian J. B. – Educational Psychology in Practice, 2012
A critical review of working memory training research during the last 10 years is provided. Particular attention is given to research that has attempted to investigate the efficacy of commercially marketed computerised training programmes such as "Cogmed" and "Jungle Memory". Claimed benefits are questioned on the basis that research methodologies…
Descriptors: Research Methodology, Psychologists, Short Term Memory, Assistive Technology
Wallace, Belle; Bernardelli, Alessio; Molyneux, Clare; Farrell, Clare – Gifted Education International, 2012
All children are born with the gifts of curiosity and creativity--and an insatiable appetite for asking questions to find out about the world in which they live. Fostering these questions and developing inquisitive and investigating minds is one of the essential roles of parent and teacher, and the processes of enquiry are the necessary routes for…
Descriptors: Computer Assisted Instruction, Problem Solving, Social Environment, Investigations

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