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Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
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Barzegar, Reza; Sadr, Sajjad Aref – Studies in Second Language Learning and Teaching, 2013
This article reports a study investigating the effect of emotional intelligence (EI) awareness-raising on Iranian university students' overall as well as variable-specific L2 motivation. The 136 participants (107 males, 29 females) were divided into a control group and an experimental group, both of which completed the same motivation…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Emotional Intelligence
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Tavakolizadeh, Jahanshir; Qavam, Soghra Ebrahimi – Electronic Journal of Research in Educational Psychology, 2011
Introduction: Nowadays, self-regulated learning has become an important focus in research and a large number of studies have been undergone about self-regulation, school achievement and motivation of learning, but few researches has been done in the field of self-regulated leaning and motivational variables and attributions. This research has…
Descriptors: Experimental Groups, Control Groups, Academic Achievement, Learning Strategies