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Showing 1 to 15 of 1,659 results Save | Export
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Hunhui Na; Saeyan Yun – Educational Technology Research and Development, 2024
Augmented Reality (AR) has been continuously adopted in K-12 settings, showing its beneficial impact. Despite numerous studies highlighting the benefit of AR that can enhance students' motivation, no meta-analysis providing an in-depth look into AR's impact on students' motivation has been conducted, particularly in K-12 settings. In this…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
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Jessica del Rocío Fernández-Velásquez; Oscar López-Regalado; Gisela Analy Fernández-Hurtado – Contemporary Educational Technology, 2025
The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and…
Descriptors: Gamification, Educational Technology, Flipped Classroom, Program Effectiveness
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Eilidh Jack; Craig Alexander; Elinor M. Jones – Teaching Mathematics and Its Applications, 2025
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards, educators aim to promote active participation, motivation and deeper understanding among students. This study…
Descriptors: Statistics Education, Gamification, Flipped Classroom, Learner Engagement
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Nurzhanat Shakirova; Iza Berechikidze; Elvira Gafiyatullina – Education and Information Technologies, 2024
This study evaluated the effect of using AR technology to develop environmental literacy (RQ1), motivation (RQ2), and perceived cognitive load (RQ3) among high school students. The sample of participants in this study included 155 10th -grade students in general education. They took a semester-long Natural Resource Ecology course. The participants…
Descriptors: High School Students, Educational Technology, Student Motivation, Environment
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Mikropoulos, Tassos Anastasios; Iatraki, Georgia – Education and Information Technologies, 2023
Students with disabilities are being encouraged to achieve high academic standards in science education to understand the natural world, acquire life skills, and experience career success. To this end, digital technology supports students with disabilities in order for them to achieve science literacy. While relevant research has presented…
Descriptors: Educational Technology, Technology Uses in Education, Students with Disabilities, Science Education
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Serpil Yorganci; Murat Subasi – Education and Information Technologies, 2025
While GeoGebra applets have been extensively investigated in learning environments, few studies have addressed the interactive GeoGebra applets in an e-book-based learning environment. This study aims to compare the effects of the e-book created with interactive GeoGebra applets on students' learning achievement and motivation. The sample of the…
Descriptors: Electronic Books, Educational Technology, Technology Uses in Education, Undergraduate Students
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Wenji Wang; Wenjuan Wang – Journal of Computer Assisted Learning, 2025
Background Study: The combination of artificial intelligence (AI) and foreign language learning is emerging as a significant trend in language education. Objectives: This study aimed to investigate the impact of technology acceptance, attitude and motivation on behavioural intentions regarding the use of AI in language learning. Methods:…
Descriptors: College Students, Student Behavior, Intention, Educational Technology
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Hao Lijie; Shahazwan Mat Yusoff; Anwar Farhan Mohamad Marzaini – Education and Information Technologies, 2025
This research examines the factors that affect critical thinking disposition (CTD) in Malaysian university students using AI-based educational technologies. It analyzes the impact of AI literacy (AIL), perceived ease of use (PEOU), perceived usefulness (PU), and motivation (MO) through the lens of the Technology Acceptance Model (TAM) and…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Technology Uses in Education
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Lu-Geng Sun; Jirada Wudthayagorn – LEARN Journal: Language Education and Acquisition Research Network, 2024
This study investigated the beliefs, attitudes, and motivation of Thai and Chinese undergraduate students in relation to English language learning. Utilizing a mixed-method, explanatory sequential design, it aims to provide a better understanding of the three variables mentioned above. The quantitative data analysis showed disparities between the…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, English (Second Language)
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Scott Matteson; Michael M. Grant – TechTrends: Linking Research and Practice to Improve Learning, 2024
The purpose of this research was to explore how and in what ways students perceived the integration of student response technology, case studies, and discussions in a largely populated undergraduate course in management of human services at a large midwestern university affected their motivation, interest, and feedback. Qualitative data collection…
Descriptors: Undergraduate Study, Feedback (Response), Student Motivation, Student Interests
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Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
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Zhang, Fan; Manley, Jordan; Mulhearn, Shannon; Kulinna, Pamela Hodges; Erwin, Heather E. – Journal of Physical Education, Recreation & Dance, 2023
Youth are inactive in today's world. Integrating autonomy, competence, and relatedness into Physical Education objectives to provide optimally challenging tasks for students may be an effective approach to making them love physical activity. Optimal challenge, or the challenge level of the task matches the student's competence, can provide them…
Descriptors: Physical Education, Student Motivation, Physical Education Teachers, Educational Technology
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Can Mese – Review of Education, 2023
Interest is a variable that assists students in acquiring knowledge and instructors in creating an encouraging classroom environment. Situational interest, on the other hand, is a type of interest that will assist students' interest to develop by organising environmental conditions. The research on situational interest has been ongoing for more…
Descriptors: Bibliometrics, Interest Research, Student Interests, Cognitive Processes
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Ka Yan Fung; Kwong Chiu Fung; Tze Leung Rick Lui; Kuen Fung Sin; Lik Hang Lee; Huamin Qu; Shenghui Song – Smart Learning Environments, 2025
In recent years, there has been a growing interest in using robots within educational environments due to their potential to augment student engagement and motivation. However, current research has not adequately addressed the effectiveness of these robots in facilitating inclusive learning for diverse student populations, particularly those with…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Interaction
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