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Panagiota Chatzidaki; Urban Eriksson; Sarah Zoechling; Sascha Schmeling; Tobias Fredlund – Physical Review Physics Education Research, 2025
Following the global COVID-19 pandemic, digital learning environments have gained in importance in education all around the world. A new digital learning format called a "Digital Learning Module" (DLM) was developed within the Physics Education Research (PER) group at CERN, consisting of a series of prerecorded explanatory and experiment…
Descriptors: Physics, Science Instruction, Scientific Research, Educational Research
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Hagos, Tadesse; Andargie, Dereje – Journal of Education and Learning (EduLearn), 2023
The impacts of a technology-integrated formative assessment technique on students' conceptual and procedural knowledge in studying chemical equilibrium are studied in this study. To attain the purpose, a quasi-experimental pretest-posttest strategy nested with a qualitative study method was adopted. The study has three groups: two experimental and…
Descriptors: Chemistry, Formative Evaluation, Comparative Analysis, Correlation
Deveci Demir, Merve; Tavil, Zekiye Müge – Journal of Language and Linguistic Studies, 2021
There is an assumption that technology-based materials are acquisition-rich input, and listening plays a significant role in daily communication as well as the education process. This study aims to examine the effect of technology-based materials on the student's listening ability in EFL classes and elicit students' and teachers' perceptions about…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, English (Second Language)
Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
Lee, Ju Seong; Lee, Kilryoung – Journal of Psycholinguistic Research, 2020
This study investigated the role of the L2 motivational self system on L2 willingness to communicate (L2 WTC) by Korean EFL university and secondary students. Drawing on a purposive sampling technique and an explanatory sequential mixed methods design, quantitative data (105 university and 112 high school students) were first collected and…
Descriptors: Second Language Learning, English (Second Language), Learning Motivation, High School Students
Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C. – International Journal of Distance Education Technologies, 2012
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
Descriptors: Academic Achievement, Learning Motivation, Student Attitudes, High School Students
Kim, Tae-Young – Asia Pacific Education Review, 2010
This paper investigates Korean high school students' English learning motivation and attitudes. In this regard, the results of a 2002 study were compared with those of a 2006 study. Questionnaire data were obtained from a total of 1,037 high school students in a major city in South Korea, and the data were compared with those on the students'…
Descriptors: High Schools, Learning Motivation, Peer Groups, Information Technology