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Song, Donglei; Ju, Ping; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was…
Descriptors: College Students, Educational Games, Games, Learner Engagement
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Tlhoaele, Malefyane; Suhre, Cor; Hofman, Adriaan – European Journal of Engineering Education, 2016
Cooperative learning may improve students' motivation, understanding of course concepts, and academic performance. This study therefore enhanced a cooperative, group-project learning technique with technology resources to determine whether doing so improved students' deep learning and performance. A sample of 118 engineering students, randomly…
Descriptors: Technology Uses in Education, Comprehension, Academic Achievement, Cooperative Learning
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Duijnhouwer, Hendrien; Prins, Frans J.; Stokking, Karel M. – Educational Research and Evaluation, 2010
The effects of progress feedback on university students' writing mastery goal, self-efficacy beliefs, and writing performance were examined in this experiment. Students in the experimental condition (n = 42) received progress feedback on their writing assignment, whereas students in the control condition (n = 44) received feedback without progress…
Descriptors: Feedback (Response), Writing Assignments, Self Efficacy, Student Motivation