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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Eggers, Jan Hein; Oostdam, Ron; Voogt, Joke – Australasian Journal of Educational Technology, 2021
Although self-regulation is an important feature related to students' study success as reflected in higher grades and less academic course delay, little is known about the role of self-regulation in blended learning environments in higher education. For this review, we analysed 21 studies in which self-regulation strategies were taught in the…
Descriptors: Metacognition, Blended Learning, Teaching Methods, Learning Strategies
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Pant, Harsh Vardhan; Lohani, Manoj Chandra; Pande, Jeetendra – International Journal of Information and Communication Technology Education, 2021
MOOCs have emerged as an important form of Open and Distance Learning. The success of a MOOC platform depends on the support services and the motivational environment that it provides. This paper presents a comprehensive picture of the literature on the motivations that drive learners to enroll in MOOCs, published between the years 2011 to 2020.…
Descriptors: Online Courses, Academic Persistence, Distance Education, Enrollment
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Wu, Chih-Hung; Huang, Yueh-Min; Hwang, Jan-Pan – British Journal of Educational Technology, 2016
Affect can significantly influence education/learning. Thus, understanding a learner's affect throughout the learning process is crucial for understanding motivation. In conventional education/learning research, learner motivation can be known through postevent self-reported questionnaires. With the advance of affective computing technology,…
Descriptors: Computer Uses in Education, Educational Trends, Affective Behavior, Learning Motivation
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Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
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Terborg, Roland – Unterrichtspraxis/Teaching German, 1996
Despite the interest that second-language students show for learning a foreign language, many of them do not possess the motivation to conclude successfully their course of foreign language study. In the search of an explanation for this apparent contradiction, the concepts of "interest" and "motivation" must be re-defined. (AP)
Descriptors: Classification, German, Learning Motivation, Second Language Instruction
Salisbury, David F.; And Others – Journal of Instructional Development, 1985
Summarizes strategies and recommendations included in various prominent instructional theories (behaviorism, Gagne and Briggs' events of instruction, component display theory, cognitive research, and Keller's motivational-design) to provide guidelines for designing the practice component of instruction. (MBR)
Descriptors: Behavioral Objectives, Classification, Drills (Practice), Guidelines