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Ritzhaupt, Albert D.; Huang, Rui; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2021
The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing…
Descriptors: Meta Analysis, Game Based Learning, Outcomes of Education, Affective Behavior
Törmänen, Tiina; Järvenoja, Hanna; Mänty, Kristiina – Educational Technology Research and Development, 2021
During collaborative learning, affect is constantly present in groups' interactions, influencing and shaping the learning process. The aim of this study was to understand what type of learning situations trigger affective states in collaborative groups, and how these affective states are related to group members' physiological activation. The…
Descriptors: Cooperative Learning, Physiology, Affective Behavior, Group Dynamics
Aslan, Sinem; Alyuz, Nese; Okur, Eda; Mete, Sinem Emine; Oktay, Ece; Esme, Asli Arslan – Educational Technology Research and Development, 2018
The goal of this research is to investigate the effect of emotion-aware interventions on students' behavioral and emotional states. To this end, we collected data from 12 students in the 9th grade in a high school in Turkey. The data collection took place in two sessions of an English Course. While the students were reading articles and solving…
Descriptors: Foreign Countries, High School Students, Grade 9, Psychological Patterns
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Educational Technology Research and Development, 2019
Calibration between judged and actual performance related to cognitive certitude is known as "cognitive certitude of calibration" (CCC). CCC is an essential factor that can affect an individual's calibration behavior related to his/her learning effectiveness mediated by cognitive and affective factors, such as cognitive anxiety, learning…
Descriptors: Cognitive Processes, Behavior, Affective Behavior, Anxiety
Zhou, Mingming – Educational Technology Research and Development, 2013
The ability to search, process, extract, evaluate and integrate information for learning purposes has clearly become the basic skills of the twenty first century. Although this process is often taken as a cognitive process, research has shown a strong connection between emotion and cognition. Recent research has suggested that positive emotions…
Descriptors: Affective Behavior, Problem Solving, Self Management, Information Literacy
Lai, Chun; Li, Xiaoshi; Wang, Qiu – Educational Technology Research and Development, 2017
Teachers are important social agents who affect students' cognitive and social behaviors, including students' self-directed use of technology for language learning outside the classroom. However, how teachers influence student behaviors may vary across cultures, and understanding how teacher influences vary across different cultures is critical to…
Descriptors: Teacher Influence, Second Language Instruction, Technology Uses in Education, Educational Technology
Lin, Hao-Chiang Koong; Chao, Ching-Ju; Huang, Tsu-Ching – Educational Technology Research and Development, 2015
According to Krashen's affective filter hypothesis, students who are highly motivated have their self-consciousness. When they enter a learning context with a low level of anxiety, they are much more likely to become successful language acquirers than those who do not. Affective factors such as motivation, attitude, and anxiety, have a direct…
Descriptors: Anxiety, Tutoring, Second Language Learning, College Students
Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
Wang, Chin-Chiang; Ku, Heng-Yu – Educational Technology Research and Development, 2010
The purpose of this study was to identify the components of a framework for affective education implementation based on a positive psychology approach. A fifth grade class of 31 students in a public rural elementary school in Taiwan participated in a 13-week long affective education course that consisted of six units: Self-discovery, Love and…
Descriptors: Foreign Countries, Grounded Theory, Constructivism (Learning), Humanistic Education