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Kelsey S. Bitting; Jessica A. Merricks – Environmental Education Research, 2025
Undergraduates often express that they feel powerless to help solve important challenges such as climate change and environmental degradation, consistent with the broader phenomena of ecoparalysis. Viewed through value-expectancy frameworks for motivation, value for an outcome and self-efficacy to achieve it lead to goals, which motivate…
Descriptors: Undergraduate Students, Environmental Education, Problem Solving, Climate
Tremblay-Wragg, Émilie; Raby, Carole; Ménard, Louise; Plante, Isabelle – Teaching in Higher Education, 2021
This multicase study aimed to describe the use of diversified teaching strategies in university courses and examine the contribution of these strategies and their context of use on student learning motivation. For this purpose, classroom observations and interviews were conducted with four teachers using diversified strategies, and 40 targeted…
Descriptors: Teaching Methods, College Faculty, Student Motivation, Learning Motivation
Yang, Qi-Fan; Lian, Li-Wen; Zhao, Jia-Hua – International Journal of Educational Technology in Higher Education, 2023
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a…
Descriptors: Undergraduate Students, Gamification, Artificial Intelligence, Robotics
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
Dunleavy, Spencer; Kestin, Greg; Callaghan, Kristina; McCarty, Logan; Deslauriers, Louis – Physical Review Physics Education Research, 2022
The typical introductory physics lecture requires students to consolidate and assimilate a large quantity of complex information that is often novel to them. This can leave students overwhelmed, slow the pace of their learning, and lower their motivation. We find that carefully designed multimedia summaries in the form of one-minute videos and…
Descriptors: Physics, Science Instruction, Teaching Methods, Undergraduate Students
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Wang, Xue; Zhang, Wei – SAGE Open, 2022
Given the significance of cultivating students' autonomous learning ability, there is a need to develop an instructional model that can improve students' awareness and behavior of autonomous learning, as well as to explore the effectiveness and optimization of this model effectively. Taking college English course as a case study, this paper…
Descriptors: Second Language Learning, Second Language Instruction, Personal Autonomy, Case Studies
Zaghar, Fatma; Zaghar, El-Alia Wafaâ – Arab World English Journal, 2021
In this day and age, it is absolutely indispensable for acquiring competence in English to grapple with the real impediments and huge challenges of the modern epoch. The emergence of English as a global language is among the factors that could explicate its vitality and its expansion. The basic burden of making language courses more relevant to…
Descriptors: Second Language Learning, Second Language Instruction, English for Special Purposes, Foreign Countries
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
Jafari Pazoki, Saeedeh; Alemi, Minoo – RELC Journal: A Journal of Language Teaching and Research, 2020
Needs analysis is the key step to designing relevant and useful courses in English for Specific Purposes (ESP), but finding ways to deliver needs in a motivating and interesting way is also paramount. Therefore, investigating students' motivation to learn ESP is central in needs analysis. Few studies have investigated needs from the perspective of…
Descriptors: Engineering Education, Student Attitudes, English for Special Purposes, Second Language Instruction
Yeung, Marine; Li, Tilo – English Language Teaching, 2018
As one of the essential skills for success in work and studies, English communication is often made a key component in the GE curriculum of tertiary study programmes. In addition to the provision of required English proficiency courses, many tertiary institutions have established English centres of some description to promote English learning on…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Preferences
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
Shahnaz, Sherina Mohamed Fauzi; Hussain, Raja Maznah Raja – Malaysian Journal of Learning and Instruction, 2016
Purpose: This paper proposes a framework of instructional strategies that would facilitate active and reflective learning processes in the flipped classroom It is aimed at allowing one's maximum potential to be reached regardless of any individual learning style. As tertiary classrooms increasingly needs to be as active and social as possible, the…
Descriptors: Instructional Design, Active Learning, Reflection, Learning Processes
Stewart, Martyn; Stott, Tim; Nuttall, Anne-Marie – Studies in Higher Education, 2016
Study goals and effective management of study time are both linked to academic success for undergraduates. Mastery goals in particular are associated with study enjoyment and positive educational outcomes such as conceptual change. Conversely, poor self-regulation, in the form of procrastination, is linked to a range of negative study behaviours.…
Descriptors: Undergraduate Students, Study Habits, Time Management, Independent Study
Pawlowski, Suzanne D.; Jung, Yoonhyuk – Journal of Information Systems Education, 2015
Cybersecurity has become an essential topic in introductory information systems (IS) core courses. As an aid to course design, the exploratory research in this paper uses a social representations lens to elucidate the perceptions of cybersecurity and cybersecurity threats held by students. Analysis of qualitative survey data from 152 students at a…
Descriptors: Information Security, Information Science Education, Information Systems, Qualitative Research
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