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Falcon, Samuel; Leon, Jaime – Educational Technology Research and Development, 2023
Gathering information from students' answers to open-ended questions helps to assess the quality of teachers' practices and its relations with students' motivation. The present study aimed to use sentiment analysis, an artificial intelligence-based tool, to examine students' responses to open-ended questions about their teacher's communication.…
Descriptors: Student Attitudes, Teacher Student Relationship, Interpersonal Relationship, Student Motivation
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Shemy, Nader Said; Dalioglu, Seray Tatli – Journal of Education and e-Learning Research, 2023
The current study aimed to evaluate an online learning experience based on the music model of motivation in an educational technology post-graduate program in Oman. In order to understand the motivational perceptions of students regarding the instruction, a two-phase, sequential explanatory mixed method research design was conducted in this study.…
Descriptors: Models, Learning Motivation, Educational Technology, Graduate Students
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Mustapha Riad; Mohammed Qbadou; Es-Saâdia Aoula; Soukaina Gouraguine – Journal of Education and Learning (EduLearn), 2023
E-learning has increased in popularity, especially during the COVID-19, due to its numerous advantages that allow learners to study anywhere and anytime. Therefore, recommending a list of the most appropriate learning objects for learners according to their specific needs is a great challenge for adaptive e-learning systems. In an e-learning…
Descriptors: Electronic Learning, COVID-19, Pandemics, Cognitive Style
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Merve Orta; Baris Çetin – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to explore the correlation between the intrinsic motivation of fourth-grade primary school students in mathematics and their academic performance in mathematics while considering the factor of their favorite subject. The goal is to determine whether there is a difference in intrinsic motivation and achievement in terms of…
Descriptors: Elementary School Students, Grade 4, Mathematics Education, Academic Achievement
Morehead, Kayla; McEldoon, Katherine – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Learning Experience, Instructional Design, Authentic Learning, Teaching Methods
Tiffany Anisette Pringle – ProQuest LLC, 2023
According to the 2020 Training Industry Report conducted by "Training Magazine," organizations across all industries and sizes have spent $87.5 billion in training per year. The average training budget for a large company was reported at $22 million, whereas a midsized company was $808,000 and a small-sized company reported a yearly…
Descriptors: Corporate Education, Adult Students, Adult Learning, Learning Motivation
Maryantoniette Surdo – ProQuest LLC, 2023
Learning takes motivation; therefore, educators need to pay attention to what motivates the student to improve one's learning. It was not known how community college psychology students describe the use of gamification as a motivator for improved learning. The purpose of this qualitative descriptive study was to explore how psychology students at…
Descriptors: Community College Students, Psychology, Gamification, Student Motivation
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Pan, Ai-Jou; Chou, Pao-Nan; Lai, Chin-Feng – IEEE Transactions on Education, 2023
Contribution: This study systematically developed an educational learning framework titled "Real-world problem-posing strategy with engineering problem-solving" to facilitate engineering college students' learning. This study evaluated the effect of the developed learning framework on engineering college students' engineering…
Descriptors: Engineering Education, Problem Solving, College Students, Learning Motivation
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Szergej Capec; Gabriella Capec; Zuzana Mateasikova; Hana Rancova; Jana Petrkova; Jaromir Vachutka; Martin Petrek – Advances in Physiology Education, 2025
A good knowledge of the theoretical foundations of medicine helps students and physicians to better recognize and treat patients with complex medical conditions, including sepsis and septic shock. The article describes the authors' experience in implementing the analysis of sepsis and septic shock using a high-fidelity simulated clinical scenario…
Descriptors: Teaching Methods, Pathology, Physiology, Diseases
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Lars de Vreugd; Anouschka van Leeuwen; Marieke van der Schaaf – Journal of Computer Assisted Learning, 2025
Background: University students need to self-regulate but are sometimes incapable of doing so. Learning Analytics Dashboards (LADs) can support students' appraisal of study behaviour, from which goals can be set and performed. However, it is unclear how goal-setting and self-motivation within self-regulated learning elicits behaviour when using an…
Descriptors: Learning Analytics, Educational Technology, Goal Orientation, Learning Motivation
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Xiying Li; Huixin Chai; Wanru Cao; Xin Zhao; Zhongling Pi – Education and Information Technologies, 2025
With the increase in life expectancy and the rapid advancement of digital technology, older adults often face challenges where formal learning opportunities are scarce. Consequently, they are compelled to rely on instructional videos for continuous learning. However, many older adults struggle with low self-efficacy and motivation. Although…
Descriptors: Instructional Design, Video Technology, Instructional Films, Older Adults
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Banter, John N.; Egan, John D.; Burton, Susan – New Directions for Student Leadership, 2022
Why should leadership educators trouble themselves in creating or implementing games for leadership learning? This chapter justifies the use of games as a teaching strategy in leadership education by exploring three rationales. First, games can be meaningfully tied to specific learning theories. Second, games provide motivation for learning, and…
Descriptors: Leadership Training, Games, Game Based Learning, Teaching Methods
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Yamashita, Takashi; Smith, Thomas J.; Sahoo, Shalini; Cummins, Phyllis A. – Large-scale Assessments in Education, 2022
This study highlighted how particular intersections of personal characteristics were related to Motivation to Learn (MtL) among adults. MtL is a prerequisite for adult education and training participation. However, little is known about MtL across subpopulations due to several methodological limitations. This study developed a national profile of…
Descriptors: Learning Motivation, Age Differences, Educational Attainment, Literacy
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