Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 6 |
| Since 2007 (last 20 years) | 8 |
Descriptor
Source
| Journal of Educational… | 2 |
| Annenberg Institute for… | 1 |
| Arab World English Journal | 1 |
| Contemporary Educational… | 1 |
| International Association for… | 1 |
| Journal of Marketing Education | 1 |
| ProQuest LLC | 1 |
Author
Publication Type
| Reports - Research | 7 |
| Journal Articles | 5 |
| Tests/Questionnaires | 3 |
| Dissertations/Theses -… | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| High Schools | 2 |
| Secondary Education | 2 |
| Elementary Education | 1 |
Audience
Location
| Austria | 1 |
| California | 1 |
| India | 1 |
| Israel | 1 |
| Japan | 1 |
| Saudi Arabia | 1 |
| South Korea | 1 |
Laws, Policies, & Programs
Assessments and Surveys
| Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Ben Abu, Yuval; Kribushi, Renana – Contemporary Educational Technology, 2022
During the junior high and high school years, there is a dramatic decrease in motivation for math studies, which has been found to play a major role in learning processes. Many attempts have been made to mitigate this decrease in motivation and to encourage mathematics studies in higher grades. One way that researchers have proposed to stimulate…
Descriptors: Foreign Countries, College Preparation, Mathematics Education, College Bound Students
Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Fulya Y. Ersoy – Annenberg Institute for School Reform at Brown University, 2021
How does the perceived relationship between effort and achievement affect effort? To answer this question, I conduct a field experiment with a popular online learning platform. I exogenously manipulate students' beliefs about returns to effort by assigning them to different information treatments, each of which provides factual information.…
Descriptors: Productivity, Electronic Learning, Beliefs, Student Attitudes
Alqahtani, Mufleh Salem M.; Bhaskar, C. Vijaya; Elumalai, Kesavan Vadakalur; Abumelha, May – Arab World English Journal, 2018
Technology has developed immensely and its role in the aspects of learning a language has grown bigger and bigger. Among the university level students, WhatsApp at present is getting into the frontline as one of the most widespread online social networking platforms concerning to language learning. The research work undertaken tries to understand…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, English (Second Language)
Florenthal, Bela – Journal of Marketing Education, 2019
E-learning applications have been rapidly adopted by instructors inside and outside of the classroom. As a result, some researchers have started to assess their usefulness applying uses and gratifications (U&G) theory. This study expands the existing research trend exploring students' motivation to use a mobile polling application in the…
Descriptors: Student Motivation, Telecommunications, Handheld Devices, Audience Response Systems
Touati, Achraf; Baek, Youngkyun – Journal of Educational Computing Research, 2018
This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…
Descriptors: Student Attitudes, Competence, Self Concept, Educational Games
Kitazawa, Takeshi – International Association for Development of the Information Society, 2013
This study analyzed effective test formats that utilized tablets for tests in university information basic subjects in blended learning environments. Specifically, three types of test were created: (1) multiple-choice, (2) fill-in-the-blank, and (3) a mixture of multiple-choice and fill-in-the-blank. An analysis focusing on university students'…
Descriptors: Test Format, Test Construction, Handheld Devices, Computers
Chew, Han Ei – ProQuest LLC, 2012
This dissertation participates in the grand debate on whether ideas or technology change social structures that affect the lives of individuals. At its broadest and based on its findings, this dissertation makes the argument that neither ideas nor technology takes precedence. While technology can drive economic and social changes, it cannot do so…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Entrepreneurship

Peer reviewed
Direct link
