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Seuth Borliboune; Kongmengvang Chuechor; Thonglith Vilaysane; Souliya Keovilaysack – Malaysian Online Journal of Educational Sciences, 2025
This study investigates the influence of computer-based simulations on students' academic achievement and attitudes toward learning Direct Current (DC) circuits in physics. A quasi-experimental design was employed, involving 40 secondary school students divided into an experimental group (20 students) and a control group (20 students). The…
Descriptors: Computer Simulation, Physics, Electronic Equipment, Academic Achievement
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Yizhou Fan; Luzhen Tang; Huixiao Le; Kejie Shen; Shufang Tan; Yueying Zhao; Yuan Shen; Xinyu Li; Dragan Gaševic – British Journal of Educational Technology, 2025
With the continuous development of technological and educational innovation, learners nowadays can obtain a variety of supports from agents such as teachers, peers, education technologies, and recently, generative artificial intelligence such as ChatGPT. In particular, there has been a surge of academic interest in human-AI collaboration and…
Descriptors: College Students, Writing Achievement, Writing Exercises, Artificial Intelligence
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Yong Jik Lee; Robert O. Davis – Contemporary Educational Technology, 2024
This research investigated the effects of generative AI on affective factors (motivation, interest, and confidence) of English as a foreign language (EFL) learners enrolled in Korean university-level general English courses. During the Spring 2024 semester, this study involved 89 participants exposed to a generative AI-based instruction model.…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Artificial Intelligence
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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
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Marjan Ebadijalal; Shahab Moradkhani – Computer Assisted Language Learning, 2025
The present mixed-methods study aimed at investigating the effects of three writing conditions, including collaborative writing (CW), collaborative prewriting (CPW), and individual writing (IW), on the performance and motivation of 66 Iranian EFL learners in a computer-mediated communication (CMC) context. Data were obtained through a background…
Descriptors: Computer Assisted Instruction, Collaborative Writing, Prewriting, Writing (Composition)
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Amina Bashir; Aamir Aziz; Muhammad Imran; Norah Almusharraf – Contemporary Educational Technology, 2025
With technological advancement, multimodality has received paramount importance in teaching and learning. Different technology-based assistance is available nowadays, and computer-assisted language learning (CALL) is one of them. It uses computer-based tools, materials, resources, and information to assist second language learning. Motivation…
Descriptors: Computer Assisted Instruction, Second Language Learning, Learning Motivation, Intention
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Ines A. Martin – Language Learning & Technology, 2023
This study investigated how learners' motivation to improve their pronunciation (i.e., pronunciation-focused motivation) influences their L2 pronunciation achievements. This relationship was explored separately in an online (n = 28) and a face-to-face (F2F) (n = 49) learning environment with beginner learners of German. In the online learning…
Descriptors: Pronunciation, Student Motivation, Second Language Learning, Online Courses
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Sanchez, Diana R.; Nelson, Tristan; Kraiger, Kurt; Weiner, Erik; Lu, Yucheng; Schnall, Jasmine – International Journal of Training and Development, 2022
Game-based training research has produced various definitions and measures for learner motivation. Inconsistent findings on learner motivation may have contributed to the misapplication of one type of motivation to explain another; inhibiting future research and generating false implications. This study compared 172 students in game-based or…
Descriptors: Student Motivation, Game Based Learning, Video Games, French
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Halyna Kuzmenko; Veronika Zaitseva; Sv?tlana Zar?a; Svitlana Shman; Olha Konovalova; Alla Buihasheva – Journal of Education and Learning (EduLearn), 2025
The article aims to determine the impact of a psychologically grounded interactive educational space on the professional self-realization of future art professionals. The study used the methodology "type and level of professional self-realization," methodology for studying satisfaction, test for studying the motivation of professional…
Descriptors: Foreign Countries, College Students, Art Education, Artists
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Ian Thacker; Rebecca Schroeder; Sara Shields-Menard; Nickolas Goforth – International Journal of Science and Mathematics Education, 2025
To create opportunities for meaningful applications of data science for diverse students, we developed and implemented an online learning module focused on engaging students at a Hispanic Serving Institution (HSI) in an analysis of authentic soil data. Development of the module occurred over three design iterations involving interviews with 10…
Descriptors: Hispanic American Students, Minority Serving Institutions, Data Science, Undergraduate Students
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Saw Fen Tan – Asian Association of Open Universities Journal, 2024
Purpose: This study aims to explore students' perceptions of the use of an artificial intelligence-generated content avatar (AIGC avatar) within a learning management system (LMS). Design/methodology/approach: This qualitative research involved seven postgraduate students. Data were collected through individual, in-depth interviews. The videos of…
Descriptors: Student Attitudes, Artificial Intelligence, Computer Simulation, Self Concept
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Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
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Shujun Liu; Azzeddine Boudouaia; Xinya Chen; Yan Li – Asia-Pacific Education Researcher, 2025
The application of Automated Writing Evaluation (AWE) has recently gained researchers' attention worldwide. However, the impact of AWE feedback on student writing, particularly in languages other than English, remains controversial. This study aimed to compare the impacts of Chinese AWE feedback and teacher feedback on Chinese writing revision,…
Descriptors: Foreign Countries, Middle School Students, Grade 7, Writing Evaluation
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Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
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Chuang Chen; Siti Nazleen Abdul Rabu; Nurullizam Jamiat – Journal of Baltic Science Education, 2025
Integrating virtual laboratories (VLs) with science education promotes inquiry-based learning by providing an interactive, dynamic environment in which students actively engage with scientific concepts. While previous research highlights the effectiveness of VLs as tools in the IBL process, few studies have embedded the entire inquiry process…
Descriptors: Physics, Science Education, Science Achievement, Flipped Classroom
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