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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Camara, Phyllis – ProQuest LLC, 2013
The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade…
Descriptors: Mathematics Achievement, Foreign Countries, Quasiexperimental Design, Statistical Analysis
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Zhonggen, Yu; Liu, Chang – International Journal of Information and Communication Technology Education, 2014
Use of Clickers in classroom teaching and learning has become growingly popular in USA. This study aims to identify whether use of Clickers in college English class can improve learners' English proficiency and enhance students' awareness of metacognition compared with traditional multimedia aided pedagogy in Malaysian contexts. By comparing the…
Descriptors: Audience Response Systems, Metacognition, Outcomes of Education, College English