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Sheridan Reilly; Lynn Sheridan; Elise van der Jagt – International Journal of Lifelong Education, 2025
Pre-university mathematics enabling courses can potentially change adult learners' perceptions and beliefs around mathematics, enhance self-efficacy, personal confidence, motivation, and enable achievements that support future study and career goals. Enabling courses, however, often require highly individualised curricula and approaches that can…
Descriptors: Adult Students, Mathematics Instruction, Adult Learning, Self Esteem
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Jelena N. Larsen; Kine M. D. Maxwell; Mohammad Khalil – Journal of Learning Analytics, 2025
Effective learning design (LD) grounded in sound pedagogy is a critical driver of student success. Therefore, it is important to explore how LD of online learning environments influences student ability to manage their own learning. This understanding can inform the development of online programs that prioritize student-driven learning. Research…
Descriptors: Literature Reviews, Learning Analytics, Instructional Design, Student Motivation
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Tiina Törmänen; Elina Ketonen; Emma Lehtoaho; Marjo Turunen; Kateryna Zabolotna; Tatiana Shubina; Hanna Järvenoja – Educational Psychology Review, 2025
Recent academic motivation research has shifted towards understanding the situation-specific and process-sensitive nature of motivation. This shift has initiated discussions on methodological advancements to capture dynamic changes in motivation as they occur in authentic learning contexts. However, these studies have not been systematically…
Descriptors: Student Motivation, Situated Learning, Learning Motivation, Independent Study
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Ramashego Mphahlele – Journal of Learning for Development, 2024
This paper reviews 38 studies conducted between 2015 and 2022 on collaborative assessments in open-distance and e-learning (ODeL) contexts, focusing on the benefits, types, challenges, and strategies to improve collaborative assessments. This qualitative review aims to investigate collaborative assessments within the ODeL comprehensively. The…
Descriptors: Cooperative Learning, Student Evaluation, Evaluation Methods, Distance Education
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Andrew Walker; Naomi R. Aguiar; Raechel N. Soicher; Yu-Chun Kuo; Jessica Resig – Online Learning, 2024
In higher education, motivational factors are considered one of "the strongest predictors of academic performance" (Honike et al., 2020, p. 1). A meta-analysis of face-to-face (f2f) courses (Richardson et al., 2012) supports these claims, finding a strong correlation between performance self-efficacy and academic performance (r = 0.59),…
Descriptors: Student Motivation, Performance, Correlation, Electronic Learning
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Ren-Zhi Luo; Yue-Liang Zhou – Journal of Computer Assisted Learning, 2024
Background: The COVID-19 has accelerated the transition to blended learning (BL) in higher education, prompting a need for further investigation into the efficacy of self-regulated learning strategies (SRLS) in these new educational environments. Objective: The primary goal of this research is to assess the effectiveness of SRLS in BL in higher…
Descriptors: Learning Strategies, Blended Learning, Self Management, Higher Education
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Alj Zakaria; Bouayad Anas; Mohammed Ouçamah Cherkaoui Malki – Journal of Educators Online, 2024
A massive open online course (MOOC) is a powerful tool for expanding educational opportunities, but one of the major challenges facing MOOCs is the high dropout rate. Low completion rates indicate issues with student engagement and motivation. Gamification, the incorporation of game elements in non-game contexts, has shown promise in increasing…
Descriptors: Gamification, MOOCs, Student Motivation, Learner Engagement
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Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
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Nadi-Ravandi, Somayyeh; Batooli, Zahra – Education and Information Technologies, 2022
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of "purpose," this is an applied study and regarding "type," it is a scientometric and co-occurrence analysis. The researchers conducted a search in WoS, Scopus…
Descriptors: Game Based Learning, Electronic Learning, Student Motivation, Learner Engagement
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Lisette Wijnia; Gera Noordzij; Lidia R. Arends; Remigius M. J. P. Rikers; Sofie M. M. Loyens – Educational Psychology Review, 2024
In this meta-analysis, we examined the effects on students' motivation of student-centered, problem-driven learning methods compared to teacher-centered/lecture-based learning. Specifically, we considered problem-based (PBL), project-based (PjBL), and case-based learning (CBL). We viewed motivation as a multifaceted construct consisting of…
Descriptors: Problem Based Learning, Student Projects, Active Learning, Teaching Methods
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Stacey Fordyce – BU Journal of Graduate Studies in Education, 2024
This literature review explores the effectiveness of self-regulated learning (SRL) practices in public school classrooms as a means of improving student engagement, motivation, and academic success. Data was gathered from a collection of peer-reviewed articles on varying topics as they relate to self-regulated learning and student engagement,…
Descriptors: Learner Engagement, Self Management, Learning Processes, Literature Reviews
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Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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Chaimae Farmati; Mohamed Yeou; Bouchaib Benzehaf – Digital Education Review, 2023
Due to COVID-19 pandemic, using ICT for teaching purposes has been the subject of a growing field of study in educational research. Thus, this systematic review aims to provide ESP practitioners with a current synthesis of the impact of blended learning on English for specific purposes (ESP) instruction. The current study systematically reviews…
Descriptors: Blended Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Iftita Rahmi; Tetty Rimenda; Tika Dwi Ariyanti – Journal of Education and Learning (EduLearn), 2025
Gamification is the process of adding game-like features and mechanics in nongame contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of…
Descriptors: Gamification, Student Motivation, Nontraditional Education, Learner Engagement
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