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Barak, Moshe; Assal, Muhammad – International Journal of Technology and Design Education, 2018
This study presents the case of development and evaluation of a STEM-oriented 30-h robotics course for junior high school students (n = 32). Class activities were designed according to the P3 Task Taxonomy, which included: (1) practice-basic closed-ended tasks and exercises; (2) problem solving--small-scale open-ended assignments in which the…
Descriptors: Robotics, STEM Education, Academic Achievement, Assignments
van Halema, Nicolette; van Klaveren, Chris; Drachsler, Hendrik; Schmitz, Marcel; Cornelisz, Ilja – Frontline Learning Research, 2020
For decades, self-report instruments -- which rely heavily on students' perceptions and beliefs -- have been the dominant way of measuring motivation and strategy use. Event-based measures based on online trace data arguably has the potential to remove analytical restrictions of self-report measures. The purpose of this study is therefore to…
Descriptors: Independent Study, Learning Motivation, Learning Strategies, Student Behavior
Tsai, Chia-Ling; Ku, David Tawei – International Association for Development of the Information Society, 2014
This paper takes the undergraduate course "The Introduction of Educational Technology" as an example, and carries out the practice based on the application of Learn Mode. In Taiwan, there were plenty of attempts for the implementation of mobile learning on both elementary and high schools; yet, it has not been extended to the higher…
Descriptors: Foreign Countries, Undergraduate Students, Electronic Learning, Class Activities
Al-Samarraie, Hosam; Selim, Hassan; Zaqout, Fahed – Interactive Learning Environments, 2016
A model is proposed to assess the effect of different content representation design principles on learners' intuitive beliefs about using e-learning. We hypothesized that the impact of the representation of course contents is mediated by the design principles of alignment, quantity, clarity, simplicity, and affordance, which influence the…
Descriptors: Electronic Learning, Learning Motivation, Course Content, Intuition
Alvelos, Rita; Ferreira, Aristides I.; Bates, Reid – European Journal of Training and Development, 2015
Purpose: The purpose of this study is to contribute to the understanding of factors that affect training effectiveness. According to the literature, social support, perceived content validity, transfer design, the motivation to improve work through learning and positive transfer, contribute to the effectiveness of training.…
Descriptors: Training, Program Effectiveness, Instructional Effectiveness, Social Support Groups
Königschulte, Anke – International Association for Development of the Information Society, 2015
The study presented in this paper investigates the potential effects of including non-speech audio such as sound effects into multimedia-based instruction taking into account Sweller's cognitive load theory (Sweller, 2005) and applied frameworks such as the cognitive theory of multimedia learning (Mayer, 2005) and the cognitive affective theory of…
Descriptors: Foreign Countries, Cognitive Processes, Difficulty Level, Epistemology
Na, Kyung-Ah; Park, Hyun-Jung; Han, Seok Jin – Research in Dance Education, 2016
In this paper, we propose a community-based dance programme designed for North Korean female defectors in South Korea, with the aim of promoting their physical, psychological, and interpersonal aspects. We set up four research objectives: to look into social contexts of North Korean female refugees in South Korea, to identify the women's desire…
Descriptors: Foreign Countries, Dance Education, Refugees, Females
Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying – Interactive Learning Environments, 2013
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Descriptors: Simulation, Educational Games, Learning Motivation, Instructional Design
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Mather, Richard – IAFOR Journal of Education, 2015
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Descriptors: Multivariate Analysis, Program Evaluation, Visualization, Programming
Chen Hsieh, Jun Scott; Wu, Wen-Chi Vivian; Marek, Michael W. – Computer Assisted Language Learning, 2017
Instruction in English is a priority around the globe, but instructional methodologies have not always kept pace with the changing needs of students. To explore the benefits of the flipped classroom model for learners of English as a Foreign Language, the researchers used flipped learning and Wen's Output-driven/Input-enabled model to design a…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction
Kyppö, Anna – Research-publishing.net, 2015
This paper offers insight into learning Slovak in an e-learning environment. The need to reach distance-learners of Slovak led to the implementation of a web-based course on Slovak language and culture in 2008-2010. The pedagogical basis of the course, called Virtual Slovak, is the socioconstructivist approach to teaching and learning, in which…
Descriptors: Foreign Countries, Slavic Languages, Second Language Learning, Electronic Learning
Stefanou, Candice; Stolk, Jonathan D.; Prince, Michael; Chen, John C.; Lord, Susan M. – Active Learning in Higher Education, 2013
Investigations of the relationships between contexts in which learning occurs and students' behaviours, cognitions and motivations may further our understanding of how instruction is related to students' development as self-regulated learners. In this study, student self-regulated learning strategies in problem-based learning and project-based…
Descriptors: Metacognition, Problem Based Learning, Personal Autonomy, Instructional Design
Wang, Chang-hwa; Chen, Cheng-ping – International Association for Development of the Information Society, 2013
Social media use has become increasingly embedded in everyday life. Among various social media, Facebook is a highly interactive virtual social communication tool and it has become increasingly popular on college campuses. Research results have indicated that Facebook could be an effective platform for informal learning. However, most of current…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Anwaruddin, Sardar M. – Canadian Journal of Action Research, 2013
Based on the observation that most of my students use computer-based technology (CBT) in their daily activities, I used computer assisted language learning (CALL) as an intervention in this action research study, carried out at a university in Bangladesh. This CALL curriculum was focused on Web 2.0 and its applications for educational purposes.…
Descriptors: Web 2.0 Technologies, Learning Motivation, Action Research, Computer Assisted Instruction
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