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Martin, Andrew J.; Mansour, Marianne; Malmberg, Lars-Erik – Educational Psychology, 2020
Using mobile technology and experience sampling in junior high school, real-time motivation and engagement were explored at four-levels: between lessons (up to 2 lessons per day; Level 1), between days (5 days per week; L2), between weeks (4 weeks; L3), and between students (113 students; L4). Findings for a 'random effects' model revealed…
Descriptors: Student Motivation, Learner Engagement, Computer Use, Behavior Patterns
Brogan, Deirdre T. – ProQuest LLC, 2010
The process of educational and vocational development does not occur at a single point in time. Many indicators of dropping out of high school, for example, are present by middle school (Alexander et al., 1997; Balfanz et al., 2007). Yet, research and practice focus almost exclusively on enriching the learning and work experiences of high school…
Descriptors: Middle School Students, Grade 8, Self Efficacy, Career Development
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Baker, Ryan; Walonoski, Jason; Heffernan, Neil; Roll, Ido; Corbett, Albert; Koedinger, Kenneth – Journal of Interactive Learning Research, 2008
In recent years there has been increasing interest in the phenomena of "gaming the system," where a learner attempts to succeed in an educational environment by exploiting properties of the system's help and feedback rather than by attempting to learn the material. Developing environments that respond constructively and effectively to…
Descriptors: Educational Environment, Student Attitudes, Student Motivation, Computer Assisted Instruction