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Ciarrochi, Joseph; Parker, Philip; Sahdra, Baljinder; Marshall, Sarah; Jackson, Chris; Gloster, Andrew T.; Heaven, Patrick – Developmental Psychology, 2016
Is compulsive Internet use (CIU) an antecedent to poor mental health, a consequence, or both? Study 1 used a longitudinal design to track the development of CIU and mental health in Grade 8 (N = 1,030 males, 1,038 females, M[subscript age] = 13.7), 9, 10, and 11. Study 2 extended Study 1 by examining the kinds of Internet behaviors most strongly…
Descriptors: Internet, Computer Use, Mental Health, Adolescents
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Lee, Ahlam – Teachers College Record, 2017
Background/Context: Because of the growing concern over the decline of bachelor degree recipients in the disciplines of science, technology, engineering, and math (STEM) in the U.S., several studies have been devoted to identifying the factors that affect students' STEM major choices. A majority of these studies have focused on factors relevant to…
Descriptors: Bachelors Degrees, Structural Equation Models, STEM Education, Mathematics Instruction
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Berger-Tikochinski, Tal; Zion, Michal; Spektor-Levy, Ornit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
This is a five-year study conducted with junior high school students studying in a 1:1-laptop program in order to test the effects of the program on various measures related to the students: their attitudes, motivation, perceived school norms, self-efficacy, and behavioral intention towards learning with laptops, according to the Theory of Planned…
Descriptors: Longitudinal Studies, Student Attitudes, Laptop Computers, Junior High School Students
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
San Pedro, Maria Ofelia Z. – International Educational Data Mining Society, 2015
This dissertation research focuses on assessing student behavior, academic emotions, and knowledge from a middle school online learning environment, and analyzing their potential effects on decisions about going to college. Using students' longitudinal data ranging from their middle school, to high school, to postsecondary years, I leverage…
Descriptors: Learner Engagement, Psychological Patterns, Middle School Students, Student Behavior
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Lo, Hung-Jen; Fu, Gwo-Liang; Chuang, Kuei-Chih – Turkish Online Journal of Educational Technology - TOJET, 2013
The purpose of study was to understand the correlation between the needs of the learning effect on instructional website for the vocational high school students. Our research applied the statistic methods of product-moment correlation, stepwise regression, and structural equation method to analyze the questionnaire with the sample size of 377…
Descriptors: Correlation, Web Sites, Vocational Schools, High School Students
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Hsiao, Hsi-Chi; Tu, Ya-Ling; Chung, Hsin-Nan – Turkish Online Journal of Educational Technology - TOJET, 2012
This study investigated the function of social supports and computer self-efficacy in predicting high school students' perceived effect of computer use. The study was survey method to collect data. The questionnaires were distributed to the high school students in Taiwan. 620 questionnaires were distributed and 525 questionnaires were gathered…
Descriptors: Computer Literacy, Computer Uses in Education, Self Efficacy, High School Students
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Lee, Ahlam – Journal of Pre-College Engineering Education Research, 2013
Many STEM studies have focused on traditional learning contexts, such as math- and science-related learning factors, as pre-college learning predictors for STEM major choices in colleges. Few studies have considered a progressive learning activity embedded within STEM contexts. This study chose computer-based learning activities in K-12 math…
Descriptors: STEM Education, Predictor Variables, High School Students, Majors (Students)
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Zhao, Ling; Lu, Yaobin; Wang, Bin; Huang, Wayne – Computers & Education, 2011
From a self-determination theory perspective, this study tries to investigate how perceived autonomy support, perceived relatedness and competence affect high school students' intrinsic motivations (enjoyment and curiosity) to use the Internet, and the related outcomes of the motivation. Surveys are distributed to seven junior and ten senior high…
Descriptors: Foreign Countries, Personality Traits, Structural Equation Models, Self Efficacy
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Dorman, Jeffrey P.; Fraser, Barry J. – Social Psychology of Education: An International Journal, 2009
Research investigated classroom environment antecedent variables and student affective outcomes in Australian high schools. The Technology-Rich Outcomes-Focused Learning Environment Inventory (TROFLEI) was used to assess 10 classroom environment dimensions: student cohesiveness, teacher support, involvement, investigation, task orientation,…
Descriptors: Student Attitudes, Structural Equation Models, Outcomes of Education, Computer Uses in Education