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Showing 1 to 15 of 7,495 results Save | Export
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Emine Cabi – Education and Information Technologies, 2025
Learning Management System (LMS) can track student interactions with digital learning resources during an online learning activity. Learners with different goals, motivations and preferences may exhibit different behaviours when accessing these materials. These different behaviours may further affect their learning performance. The purpose of this…
Descriptors: Academic Achievement, Electronic Learning, Learning Management Systems, Student Behavior
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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
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Jing Wu; Zimin Yuan; Qi Xu – Asia-Pacific Education Researcher, 2025
Task motivation is critical to learners' task performance. However, scant studies have examined learners' task motivation in the translation continuation task based on the "xu"-argument, an emerging view on language acquisition. This exploratory study examined how Chinese English as Foreign Language (EFL) learners' task motivation…
Descriptors: Foreign Countries, Higher Education, College Students, English (Second Language)
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Kerstin Helker; Miguel Bruns; Isabelle M. M. J. Reymen; Jan D. Vermunt – Active Learning in Higher Education, 2025
Responding to calls for more future-oriented teaching and learning, an increasing number of institutions of higher education have recently implemented challenge-based learning (CBL). Through work on open-ended and real-life challenges, CBL aims to stimulate students to take the lead in their own learning, acquire and apply knowledge relevant for…
Descriptors: Problem Based Learning, Learning Processes, Difficulty Level, Higher Education
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Jingyun Wang; Adam Wynn; Takahiko Mendori; Gwo-Jen Hwang – Smart Learning Environments, 2024
This study investigates the effect of studying with topic maps provided by a self-developed language learning support system on (a) learning perception, (b) learning achievement and (c) variation in learning attitude and motivation, from the perspective of prior learning attitude, motivation and learning style. An analysis was conducted on the…
Descriptors: Foreign Countries, Learning Management Systems, Grammar, Concept Mapping
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Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
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Imogen Casebourne – British Journal of Educational Technology, 2024
This study investigated the seamless mobile learning practices of UK government workers at various life stages, to understand how context impacted decisions about how, when and where learning was undertaken. Following Hedegaard, the context was understood as involving settings embedded within institutions. Drawing on analysis of data from public…
Descriptors: Foreign Countries, Government Employees, Workplace Learning, Handheld Devices
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Chau Thuc Quyen; Huu Chanh Nguyen – Dinamika Ilmu, 2025
This study examines Vietnamese non-English major students' perceptions of Blooket, a game-based learning tool for English language education. Using a mixed-methods approach based on Asniza et al.'s (2021) framework, researchers collected survey data and conducted interviews to assess factors affecting student engagement. Quantitative results…
Descriptors: Foreign Countries, Nonmajors, English (Second Language), Second Language Learning
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Shonn Cheng; Hsuan-Pu Chang; Sheng-Shiang Tseng – European Journal of Psychology of Education, 2024
The goal of the present study was to explore the relations among perceived psychosocial learning environments, instructional modality, motivation, self-regulated learning, and academic achievement in blended computer science education. The participants were 207 undergraduate students enrolled in a blended online and face-to-face design course. We…
Descriptors: Undergraduate Students, Computer Science Education, Blended Learning, Student Motivation
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Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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Xian Li; Jiying Han – Asia-Pacific Education Researcher, 2024
Taking the L2 Motivational Self System (L2MSS) model as its theoretical basis, this study aimed to extend knowledge of the learning motivation of Korean language learners. A survey questionnaire was administered to 967 Korean language learners at 28 universities in China to investigate their motivation for learning the Korean language and the…
Descriptors: Foreign Countries, Second Language Learning, Korean, College Students
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Lazar Živojinovic; Danijela Stojanovic; Aleksandra Labus; Zorica Bogdanovic; Marijana Despotovic-Zrakic – Interactive Learning Environments, 2024
This research proposes a methodological approach to using the social network Instagram® as a tool for collaborative e-learning activities in higher education. Collaborative e-learning activities are conducted on Instagram® through challenges and quizzes. The main aim of these activities is to encourage students' creativity, motivation for…
Descriptors: Social Media, Cooperative Learning, Social Networks, Learning Activities
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Marcos Vinícius Ramos Afonso; Rodrigo Braga Lopes; Eric Francelino Andrade; Luciano José Pereira – Advances in Physiology Education, 2024
Endocrine physiology is a complex subject for students. Game-based learning (GBL) and case-based learning (CBL) are active methodologies that are widely used because of their potential for motivation and greater proximity to the reality of modern students. We evaluated the effectiveness of GBL and CBL among veterinary medicine students compared…
Descriptors: Game Based Learning, Anxiety, Likert Scales, Student Attitudes
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Shuaizhen Jin; Zheng Zhong; Kunyan Li; Chen Kang – Education and Information Technologies, 2024
This study utilizes a comparative experimental research method to investigate the effect of the Predict, Observe, Explain, and Evaluate (POEE) learning strategy in an immersive virtual environment (IVE) on two types of learners with different levels of prior knowledge. One type referred to as Highly Experienced and Knowledgeable (HEK) learners,…
Descriptors: Active Learning, Inquiry, Prior Learning, Electronic Learning
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