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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
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
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
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
Merga Dinssa Eticha; Adula Bekele Hunde; Tsige Ketema – Journal of Education, 2025
Ethiopia's education system has undergone numerous reforms to produce competent citizens capable of tackling real-world challenges. This study investigates the effects of a designed problem-solving method with metacognitive scaffolding in enhancing students' academic motivation and achievement. The study employed design-based research and…
Descriptors: Problem Solving, Learning Strategies, Metacognition, Scaffolding (Teaching Technique)
Jonah Mutua; Samuel Obara – International Journal of Education in Mathematics, Science and Technology, 2025
Researchers have conducted numerous studies on the positive effects of intrinsic motivation to learn mathematics and the negative impact of mathematics anxiety on students' performance in mathematics literacy. The study examined how the introduction of cognitive activation in mathematics lessons, a mediator variable, would alter these effects…
Descriptors: Numeracy, Learning Motivation, Mathematics Anxiety, Cognitive Processes
Seungmin Lee – Educational Technology Research and Development, 2025
This study investigated the effectiveness of localized learning content (LLC) in enhancing computational thinking (CT) skills and learning motivation among 6th-grade elementary school students in Busan, South Korea. In contrast to conventional methodological approaches, our research focuses on the transformative power of culturally and…
Descriptors: Computer Software, Computer Uses in Education, Computer Science Education, Computation
Xufeng Huang – Educational Studies, 2025
This study aims to investigate the effectiveness of hybrid teaching in Science-Technology-Engineering-Arts-Mathematics (STEAM) courses from an educational research perspective. The study begins by analyzing the advantages of STEAM education over traditional approaches. Based on this analysis and utilizing the…
Descriptors: Art Education, STEM Education, Blended Learning, In Person Learning
Sophat Lang – International Review of Education, 2025
Despite significant progress, literacy programme implementation in Cambodia continues to face challenges concerning inactive learning participation, irregular attendance and dropout. Learners' motivation to engage in learning literacy, and the barriers that prevent them from doing so, are not adequately researched. This mixed-methods study aims to…
Descriptors: Foreign Countries, Adult Literacy, Literacy Education, Nonformal Education
Xiaoli Hu – Journal of Computer Assisted Learning, 2025
Introduction: Social media has become an effective instrument to enhance adolescents' knowledge-gaining experiences, even in language acquisition. The mechanisms of interactive feedback in such sites can affect motivation and engagement, especially if looked at through the lens of Self-Determination Theory, which highlights the role of competence,…
Descriptors: Social Media, Adolescents, English (Second Language), Second Language Learning
Javad Zare; Ali Derakhshan; Fatemeh Ranjbaran Madiseh – European Journal of Education, 2025
The last two decades have witnessed a growing interest among scholars in exploring the conceptualization, operationalization, and measurement of second language (L2) task engagement in diverse educational settings. However, the concept is still not clearly defined and remains complex. Clarifying this complexity is crucial for developing a valid…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Second Language Instruction
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Uzun, Salih; Sen, Nihat – Journal of Pedagogical Research, 2023
The goal of STEM education is to integrate the disciplines of science, technology, engineering, and mathematics in a way that facilitates holistic learning. Students are also supported in developing creative solutions to problems using the STEM approach. Other STEM fields are often linked through engineering and engineering design. Throughout this…
Descriptors: STEM Education, Intervention, Middle School Students, Science Achievement
Swain, Deepika; Jena, Lalatendu Kesari; Dash, Sanket Sunand; Yadav, Rama Shankar – European Journal of Training and Development, 2023
Purpose: The purpose of this paper is to empirically exhibit the moderating effect of learner interaction (LI) on motivation to learn (MTL), mobile learning (ML) and online learning climate (OLC), so as to bring in enhanced rigour to the virtual knowledge dissemination during the times of crisis. Design/methodology/approach: A total of 784 valid…
Descriptors: Learning Motivation, Electronic Learning, Handheld Devices, Online Courses
Sayginer, Senol; Tüzün, Hakan – Journal of Computer Assisted Learning, 2023
Background: Studies on the effectiveness of block-based environments continue to produce inconsistent results. A strong reason for this is that most studies compare environments that are not equivalent to each other or to the level of learners. Moreover, studies that present evidence of the effectiveness of block-based environments by comparing…
Descriptors: Programming, Academic Achievement, Logical Thinking, Thinking Skills

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