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Umi Muzayanah; Zakiyah; Agus Iswanto; Wahab; Umi Masfiah – Knowledge Management & E-Learning, 2025
This research aims to measure students' learning independence levels in distance learning during the COVID-19 pandemic and identify factors that influence students' learning independence. The quantitative method was used to obtain data from 179 high school students in Indonesia to assess students' learning independence. In addition, this study…
Descriptors: COVID-19, Pandemics, Distance Education, High School Students
Hyun Ji Lee; Sungwha Kim; Mimi Bong – British Journal of Educational Psychology, 2025
Background: As children mature, they tend to develop a fixed mindset in math, which has been identified as a contributor to declining confidence and widespread anxiety in math. Both parents and teachers can function as critical socializers in shaping children's fixed mindsets. Aims: Given that children's beliefs are formed through interactions…
Descriptors: Childrens Attitudes, Elementary School Students, Grade 3, Grade 4
Johann Ducharme – Journal on Excellence in College Teaching, 2025
Intellectual humility, an awareness and ownership of one's intellectual limitations, is argued as a fundamental component of undergraduate education that influences how individuals process new information, remain open to new experiences, and admit the fallibility of their thinking. This study presents a grounded theory analysis of intellectual…
Descriptors: Teaching Methods, Grounded Theory, College Faculty, Teacher Attitudes
Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry
Sohail Ahmed Soomro; Vijayakumar Nanjappan; Hernan Casakin; Georgi V. Georgiev – International Journal of Technology and Design Education, 2025
This paper explores the impact of a digital fabrication course on the development of digital fabrication skills and creativity. The course focused on open-ended prototyping and aimed to investigate its effects on students' motivation, enjoyment, and confidence. Students' creativity levels were measured using a creativity test at the beginning and…
Descriptors: Computer Peripherals, Construction (Process), Design, Skill Development
Rongxin Zhang; Wenjin Hong; Siyu Sun – SAGE Open, 2025
Major switching is a common occurrence in higher education institutions worldwide, with over one-third of students changing their academic focus at least once during their undergraduate studies. However, there is limited understanding of the extent to which switching majors influences academic performance and how this process unfolds within a…
Descriptors: Foreign Countries, Undergraduate Students, Majors (Students), Career Choice
Fang Huang; Ali Derakhshan – European Journal of Education, 2025
While artificial intelligence in language learning has garnered extensive research attention, the specific roles of motivation and digital literacy (DL) in shaping students' self-regulated language learning within AI remain largely unexplored. Based on the theory of planned behaviour (TPB), this study endeavoured to understand how learning…
Descriptors: Learning Motivation, Digital Literacy, Artificial Intelligence, Technology Uses in Education
Xinyuan Ji; Xudong Zheng – Education and Information Technologies, 2025
The current study aimed to explore the influence of pedagogical agents and visual cues on students' deep learning within a virtual reality setting by evaluating the effects on various factors, including learning outcomes, intrinsic motivation, cognitive load, learning engagement, and cognitive processing metrics. The investigation utilized a 2 x 2…
Descriptors: Cognitive Processes, Electronic Learning, Visual Stimuli, Cues
Chidera Chinedu Ugo; Sonsoles López-Pernas; Aldo Gordillo; Markku Tukiainen – Review of Education, 2025
This article presents a systematic literature review on escape rooms as a didactic tool for teaching and learning programming. The review examined the programming topics and languages addressed, the educational levels targeted, evaluation methods used and key design elements such as format, duration, location and narrative structure.…
Descriptors: Educational Games, Puzzles, Computer Science Education, Programming
Meina Zhu – TechTrends: Linking Research and Practice to Improve Learning, 2025
Self-regulated learning (SRL) skills are essential for academic success, particularly in online learning environments. Artificial intelligence (AI) tools, such as ChatGPT, present promising opportunities to support SRL. This case study explored the experiences and perceptions of online graduate students using ChatGPT to enhance their SRL. A…
Descriptors: Artificial Intelligence, Technology Uses in Education, Independent Study, Online Courses
Romines, Melissa Deanne – ProQuest LLC, 2021
Prisons within the United States contain a large population of inmates with low levels of education. Contributing factors of a successful release from prison have included participation in educational services during incarceration as recidivism rates increase without receiving additional skill sets afforded to inmates. The self-system model of…
Descriptors: Correctional Institutions, Institutionalized Persons, Males, Adults
Shalini Sahoo; Roberto J. Millar; Takashi Yamashita; Phyllis A. Cummins – Grantee Submission, 2021
Research on factors associated with motivation to learn (MtL) is limited, particularly among middle-aged adults and immigrants. This study examines educational attainment, literacy skills, and nativity (foreign-born vs. native-born) as predictors of MtL in middle-aged adults living in the U.S. Nationally representative data of middle-aged adults…
Descriptors: Educational Attainment, Literacy, Learning Motivation, Lifelong Learning
Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
Leite, Lais Oliveira; Go, Wooryeon; Havu-Nuutinen, Sari – Scandinavian Journal of Educational Research, 2022
This work investigated the processes of teacher informal learning focused on building positive teacher-pupil interaction. The conceptual framework "Teacher professional agency for learning" was merged with the "Teaching through interaction" model to compound the exploratory framework of this study: "Teachers learn by…
Descriptors: Learning Processes, Experienced Teachers, Teacher Student Relationship, Informal Education

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