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Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Peer reviewedPresland, John L. – Educational Research, 1980
Studies the research and other literature on "special care" children and its implications for practice. Concentrates on studies concerning the most severely handicapped children, but also makes use of work on children less severely handicapped, where there are clear possible ways of applying the work to the most severely handicapped. (Author/CT)
Descriptors: Behavior Modification, Children, Learning Activities, Learning Motivation
Cunniff, Elizabeth W. – 1989
This literature review focuses on the problem of lack of student motivation to learn. The purposes of this review are described as an exploration of factors that influence classroom motivation and suggestions of strategies for promoting students' desire to learn. Annotations are provided in these areas: student/teacher interaction and classroom…
Descriptors: Attribution Theory, Behavior Modification, Change Strategies, Classroom Environment
Peer reviewedThomas, John W. – Review of Educational Research, 1980
Studies in self-management, attribution, and achievement motivation challenge the view that basic skills instruction requires strong teacher control, structure, convergence on learning activities, less pupil freedom, and less experimental teaching activities. Student-managed instruction yielded the greatest achievement gains and heightened…
Descriptors: Academic Achievement, Attribution Theory, Basic Skills, Behavior Modification

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