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Xiaohong Liu; Jianjun Gu; Jinlei Xu – International Journal of Technology and Design Education, 2024
Creativity and problem-solving are 21st-century skills that students must have to respond to the complex world dominated by technology. Teaching activities integrating Design Thinking (DT) have the potential to cultivate individual skills. As future in-service teachers, pre-service teachers need to understand DT so as to be able to use it in their…
Descriptors: Preservice Teachers, Design, Cognitive Processes, Models
Ya Xiao; Khe Foon Timothy Hew – British Journal of Educational Technology, 2024
Gamification has often been used to stimulate learner engagement via intangible rewards, such as virtual points and virtual badges, rather than material goods or benefits. However, not all learners value such intangible rewards; some express their desire to redeem intangible rewards for utilitarian resources or benefits. Although tangible rewards…
Descriptors: Students, Motivation, Rewards, Electronic Learning
Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
Brandt, Edward C.; Columba, Lynn – Mathematics Teaching Research Journal, 2022
Over the past decade, there has been an urgent calling for the improvement of teaching and learning of mathematics. At that same time, research has provided promising findings in the value of self-regulation and choice on learning for student achievement. With the ever-increasing availability of resources for educators to support student learning,…
Descriptors: Blended Learning, Student Motivation, Mathematics Achievement, Learning Strategies
Ankora, Carlos; Bolatimi, Stephen Oladagba; Bensah, Lily; Mahama, Francois; Kuadey, Noble Arden; Adu, Adolph Sedem Yaw; Adjei, Laurene – Journal of Computer Assisted Learning, 2023
Background: The degree to which Computer Science (CS) and Information Communication Technology (ICT) students are motivated to learn greatly impacts their study habits, academic achievement in school and ultimately their job prospects. In recent times, skills in programming languages have become vital in searching for employment. Objective: This…
Descriptors: College Students, Student Motivation, Course Selection (Students), Programming Languages
Basar, Tarik – Participatory Educational Research, 2022
This research aimed to determine the effect of digital stories on 3rd grade students' achievement, attitudes, and motivation in science lesson. For this purpose, explanatory sequential design, one of the mixed methods, was used in the research. The study group, composed of primary school 3 rd grade students, was identified via convenience sampling…
Descriptors: Foreign Countries, Elementary School Students, Story Telling, Technology Uses in Education
Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Tendhar, Chosang; Singh, Kusum; Jones, Brett D. – Journal of Education and Training Studies, 2019
Because there are many positive effects of active learning approaches on students' motivation and achievement, some authors have recommended that these approaches be widely implemented. A research-intensive university located in the Mid-Atlantic US was interested in adopting this instructional technique, and therefore, experimented with it. The…
Descriptors: Active Learning, Student Motivation, Engineering Education, Comparative Analysis
Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
Weng, Fanrong; Ye, Shelly Xueting; Xue, Weihe – Asia-Pacific Education Researcher, 2023
Despite a large body of literature on peer feedback and writing motivation, relatively few rigorously designed, experimental studies have been conducted to explore whether or not peer feedback affects students' writing motivation and which dimensions of writing motivation may consequently change. Using an experimental design, this study explored…
Descriptors: Foreign Countries, English Language Learners, Second Language Learning, Peer Influence
GuoRong Huang; Xing Liu; Hui Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
This research evaluates the efficacy of a basketball-based teaching and training system supported by 5G technology in a wireless network environment. Initially are information about the Chinese basketball students is first gathered and then divided into a Control Group (CG) and an Experimental Group (EG). The control group uses the standard method…
Descriptors: Curriculum Development, Team Sports, Internet, Computer Networks
Parlakay, Eda Salman; Koç, Yasemin – International Journal of Progressive Education, 2020
This study aims to investigate the effects of Science Technology Education Math (STEM) practices on academic achievement and motivations of students in the 5th grade of middle school in "Exploring and Knowing the World of Living Creatures" section in Science lecture. The study was designed in a semi-experimental pattern with pre-test…
Descriptors: STEM Education, Academic Achievement, Student Motivation, Grade 5
Zhang, Qing; Bonafini, Fernanda Cesar; Lockee, Barbara B.; Jablokow, Kathryn W.; Hu, Xiaoyong – International Review of Research in Open and Distributed Learning, 2019
This paper investigates the degree to which different variables affect the completion of a Massive Open Online Course (MOOC). Data on those variables, such as age, gender, English proficiency, education level, and motivation for course enrollment were first collected through a pre-course survey. Next, course completion records were collected via…
Descriptors: Demography, Student Motivation, Predictor Variables, Online Courses
Baker, James P.; Goodboy, Alan K. – Communication Education, 2019
Guided by self-determination theory, we conducted a live lecture experiment in two 50-min college courses to manipulate autonomy-supportive instruction (i.e., the amount of choices and rationales offered to students). Participants were 201 undergraduate students who either attended a lecture where the instructor gave students choices over the…
Descriptors: Self Determination, Theories, Student Motivation, Lecture Method