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Nuic, Ines; Glažar, Saša Aleksej – EURASIA Journal of Mathematics, Science and Technology Education, 2020
E-learning strategies for the teaching unit Structure and States of Matter were developed. Students' achievements and the percentages of misconceptions were compared between experimental groups taught using web-based learning material (WBLM) used as homework after conventional teaching at school (EG1), and at school settings (EG2) with the control…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Science, Science Instruction
Thai, Ngoc Thuy Thi; De Wever, Bram; Valcke, Martin – Journal of Computer Assisted Learning, 2020
This study compares four learning environments: face-to-face learning (F2F), fully e-learning (EL), blended learning (BL), and flipped classroom (FC) with respect to students' learning performance. Moreover, this present research studies changes in perceived flexibility, intrinsic motivation, self-efficacy beliefs of students, and the interaction…
Descriptors: Blended Learning, Teaching Methods, Comparative Analysis, Self Efficacy
Halim, Mohd Shakir Azfar Abdul; Hashim, Harwati; Yunus, Melor Md – Journal of Education and e-Learning Research, 2020
Some scholars believe that the English proficiency and literacy level among the pupils in this country is deteriorating alarmingly and to overcome this issue, many measures have been taken by the government. Research showed that this issue could be caused by lack of motivation among learners to use English in their lives. This study examined…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Second Language Instruction
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. – Journal of Computer Assisted Learning, 2018
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18-31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall,…
Descriptors: Learner Engagement, Information Science Education, Undergraduate Students, Social Networks
Weiss, Donald Lee, III Trae – ProQuest LLC, 2018
The purpose of this study was to investigate the effect of a flipped classroom model in an affluent suburban biology classroom through pre- and posttest data, a motivation and learning environment perception Likert scale survey, student interviews, and classroom observations. The instruments used were to analyze the effect of a flipped classroom…
Descriptors: Honors Curriculum, Biology, Science Instruction, Blended Learning
Hodges, Charles B.; Harris, Rachel S. – Journal on School Educational Technology, 2017
Self-efficacy beliefs have proven to be an important influence on an individual's learning success. Badging is increasingly an element of innovative technologies for educational computing such as MOOCs, adaptive learning systems, smart learning environments, game-based learning, and gamification, among others. However, there is not strong evidence…
Descriptors: Self Efficacy, Recognition (Achievement), Educational Technology, Teaching Methods
Parker, Frieda; Novak, Jodie; Bartell, Tonya – Phi Delta Kappan, 2017
Providing students with choice can be a powerful means of supporting student engagement. However, not all choice opportunities lead to improved student engagement. Teachers can increase the likelihood that students will value choice by analyzing how students associate feelings of autonomy, competence, and relatedness with the choice provided them.…
Descriptors: Learner Engagement, Decision Making, Learner Controlled Instruction, Personal Autonomy
Hasibuan, Henny Triyana; Murwani, Danardana; Widjaja, Sri Umi Mientarti; Witjaksono, Mit – International Education Studies, 2017
This research aims to develop agriculture accounting training module in order to increase palm oil farmer financial literacy, in this case farmers in Donomulyo, Malang Regency, Indonesia. The method utilized in model development is Design Based Research using the following progression: problem identification, explanation of goals, design and…
Descriptors: Accounting, Teaching Methods, Money Management, Agricultural Occupations
Chakraborty, Misha – ProQuest LLC, 2017
This dissertation explores the area of student engagement. Precisely, the dissertation attempts to find out the importance, roles, significance and factors involved in online student engagement and their consequences in achieving a positive learning environment. The first stream of inquiry investigated the perceived links between students'…
Descriptors: Online Courses, Learner Engagement, Learning Motivation, Student Attitudes
Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
Loewen, Shawn; Crowther, Dustin; Isbell, Daniel R.; Kim, Kathy Minhye; Maloney, Jeffrey; Miller, Zachary F.; Rawal, Hima – ReCALL, 2019
The growing availability of mobile technologies has contributed to an increase in mobile-assisted language learning in which learners can autonomously study a second language (L2) anytime or anywhere (e.g. Kukulska-Hulme, Lee & Norris, 2017; Reinders & Benson, 2017). Research investigating the effectiveness of such study for L2 learning,…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Correlation
Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
Pladevall-Ballester, Elisabet – Language Teaching Research, 2019
Content and language integrated learning (CLIL) is often introduced in school settings in an attempt to increase exposure to the foreign language (FL) and promote motivation and positive language attitudes. The present study examines how language learning motivation develops over the course of two academic years in two types of instruction setting…
Descriptors: English (Second Language), Second Language Learning, Positive Attitudes, Student Attitudes

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