Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Computer Uses in Education | 5 |
| Student Motivation | 5 |
| Time on Task | 5 |
| Comparative Analysis | 2 |
| Computer Software | 2 |
| Educational Technology | 2 |
| Foreign Countries | 2 |
| Learning Motivation | 2 |
| Student Attitudes | 2 |
| Teaching Methods | 2 |
| Adult Students | 1 |
| More ▼ | |
Source
| Asia Pacific Education Review | 1 |
| Journal of Educational… | 1 |
| Journal of Research on… | 1 |
| Journal of the Learning… | 1 |
Author
| Ainsworth, Shaaron E. | 1 |
| Downey, John Charles, IV. | 1 |
| Ewing, Sydney | 1 |
| Habgood, M. P. Jacob | 1 |
| Heo, Gyun | 1 |
| Kratcoski, Annette | 1 |
| Pan, Alex | 1 |
| Piazzini, Michael | 1 |
| Rha, Ilju | 1 |
| Sage, Kara | 1 |
| Swan, Karen | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Reports - Evaluative | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 2 |
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
| South Korea | 1 |
| United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Flip It or Click It: Equivalent Learning of Vocabulary from Paper, Laptop, and Smartphone Flashcards
Sage, Kara; Piazzini, Michael; Downey, John Charles, IV.; Ewing, Sydney – Journal of Educational Technology Systems, 2020
Students frequently utilize digital devices and applications to assist studying. Past research has yielded mixed results on their effectiveness, and scant research has compared portable technologies with each other or focused on smartphones specifically. We compared college students' learning of vocabulary on paper, laptop, and smartphone.…
Descriptors: Vocabulary Development, Computer Uses in Education, Handheld Devices, Learning Strategies
Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task
Swan, Karen; van't Hooft, Mark; Kratcoski, Annette; Unger, Darlene – Journal of Research on Technology in Education, 2005
This preliminary study employed mixed methodologies to explore students' use of mobile computing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs,…
Descriptors: Teaching Methods, Grade 7, Computers, Learning Processes
Rha, Ilju; Williams, Michael D.; Heo, Gyun – Asia Pacific Education Review, 2005
The purpose of this study is to explore learner engagement and motivation related to "Flow" particularly in WBI settings. In the "Flow" state people are absorbed in their activities while irrelevant thoughts and perceptions are screened out. In this article, we attempted to identify some of the critical elements of learner…
Descriptors: Web Based Instruction, Time on Task, Student Motivation, Learning Motivation
Pan, Alex – 1996
Computerized storybook maker programs can motivate young children to learn to read and write as they play. This study compared perceptions and performances of young children and adult students on the StoryBook Weaver program. Participants were 26 first graders and 23 preservice teachers. Both groups of students were asked to compose stories on a…
Descriptors: Adult Students, Childrens Writing, Comparative Analysis, Computer Assisted Instruction

Peer reviewed
Direct link
