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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Admiraal, Wilfried; Post, Lysanne; Lockhorst, Ditte; Louws, Monika; Kester, Liesbeth – European Educational Researcher, 2020
Personalizing learning with technology in secondary schools is a way to empower students to take control of their learning. The more learners can direct their own learning experiences, including path, pace and instructional approach, the more they may learn what they want and need to learn. In a quasi-experimental design, data about the…
Descriptors: Foreign Countries, Secondary School Students, Personal Autonomy, Learning Motivation
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Woolley, Michael E.; Strutchens, Marilyn E.; Gilbert, Melissa C.; Martin, W. Gary – Negro Educational Review, 2010
Student self-report data from 933 Black middle school students and standardized mathematics test scores (SAT-10) were used to examine the relationship among student perceptions of teacher expectations and reform instructional practices, aspects of student motivation, and three student mathematics performance outcomes--time spent studying, expected…
Descriptors: Middle School Students, Structural Equation Models, Mathematics Tests, Student Motivation