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Mark Abdelshiheed; Tiffany Barnes; Min Chi – International Journal of Artificial Intelligence in Education, 2024
Two metacognitive knowledge types in deductive domains are procedural and conditional. This work presents a preliminary study on the impact of metacognitive knowledge and motivation on transfer across two Intelligent Tutoring Systems (ITSs), then two experiments on metacognitive knowledge instruction. Throughout this work, we trained students on a…
Descriptors: Metacognition, Intelligent Tutoring Systems, Cognitive Processes, Learning Strategies
Ran Bao; Sile Liang – International Journal of Distance Education Technologies, 2024
Scholars have long delved into the realm of MOOCs. However, with the proliferation of diverse platforms hosting course videos, it was realized that learning experiences may vary across these platforms. Hence, this research explores the forums within two distinct online learning platforms: the formal MOOC and the informal video-sharing platform.…
Descriptors: MOOCs, Video Technology, Learning Motivation, Behavior
Yanfei Shen; Lili Chu; Song Yang; Xueli Zhang; Zhonggen Yu – International Journal of Web-Based Learning and Teaching Technologies, 2024
Since the outbreak of the pandemic in 2019, pandemic prevention and control has gradually become normal, and internet-based massive open online courses (MOOCs) have become widely available. Aiming to give an insight into learner engagement, motivation, and learning performance in MOOCs in the post-pandemic time, this study reviewed 52 articles…
Descriptors: MOOCs, Learning Motivation, Pandemics, COVID-19
Ashleigh Margeth Fox – ProQuest LLC, 2024
The purpose of this interpretative phenomenological qualitative study was to obtain an understanding of the lived experiences of instructors in higher education who had implemented ungrading. Ungrading is defined as shifting focus from points/letter grades to detailed feedback on student progress, creating space for failure, revision, and…
Descriptors: Alternative Assessment, Grading, Student Evaluation, Higher Education
Mayra Liuviana Vega Chica; Luis Ángel Valle Lituma – Learning Organization, 2024
Purpose: This study aims to explore the mediating role of the motivation for learning in knowledge acquisition and knowledge transfer in students of higher education programs in business and management. Design/methodology/approach: Quantitative correlational design. Data was collected from a sample of 366 students studying and working in the…
Descriptors: Foreign Countries, Learning Motivation, Student Motivation, College Students
Dirk Tempelaar – British Journal of Educational Psychology, 2025
Background: For over a decade, growth-oriented achievement goal constructs like potential-based goals and personal best goals have remained relatively unnoticed. This empirical study aims to highlight that goal theorists might be limiting themselves by not incorporating potential-based goals into their frameworks. Aims: The primary objective of…
Descriptors: Foreign Students, Undergraduate Students, Foreign Countries, Student Development
Andrew Jarvis – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2025
This study used the concept of desire in language learning to explore the first-year English journeys of undergraduates at an English-medium instruction (EMI) university in Hong Kong. Desire in language learning is an underexplored area in EMI research but a relevant concept for gaining a multilayered picture of the incentives and pressures of…
Descriptors: Foreign Countries, College Freshmen, Language of Instruction, English (Second Language)
Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
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
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

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