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Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
David James Woo; Deliang Wang; Kai Guo; Hengky Susanto – Education and Information Technologies, 2024
This mixed methods study explores EFL students' experiences and perceptions as they learn to write a composition with ChatGPT's support in a classroom instructional context. Students' perceptions are explored in terms of their motivation to learn about ChatGPT, cognitive load and satisfaction with the learning process. In a workshop format,…
Descriptors: Foreign Countries, Secondary School Students, Second Language Instruction, English (Second Language)
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Tavernise, Assunta; Bertacchini, Francesca; Pantano, Pietro; Bilotta, Eleonora – Research on Education and Media, 2019
In this work, a Storytelling FabLab has been designed for the realization of virtual performances on a Shakesperian play in an elementary school. In this FabLab, many elements have been digitally manipulated: text, audio files, virtual actors on a 3D stage, and 3D Greek masks. Learning of contents and motivation have been assessed and compared to…
Descriptors: Story Telling, Elementary School Students, Student Motivation, Computer Uses in Education
Fanfarelli, Joseph R.; McDaniel, Rudy – Online Learning, 2017
Digital badging research is gaining momentum as instructors and administrators consider new models for assessing learning in nontraditional contexts (e.g., informal science learning programs, flexible online courses, adaptive learning systems). While many studies are examining the effectiveness of digital badges for pedagogical functions, such as…
Descriptors: Recognition (Achievement), Computer Uses in Education, Undergraduate Students, Correlation
Towndrow, Phillip; Fareed, Wan – Asia Pacific Journal of Education, 2015
Using data collected through two focus group interviews with 14- to 16-year-olds involved in a one-to-one laptop academic programme in a Singapore secondary school, this paper shows some student disengagement and dissatisfaction in class, and this poses questions about the relevance of the school's laptop programme. Our findings illustrate low…
Descriptors: Laptop Computers, Student Attitudes, Educational Policy, Focus Groups
The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation
Estapa, Anne; Nadolny, Larysa – Journal of STEM Education: Innovations and Research, 2015
The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…
Descriptors: Mathematics Instruction, Computer Simulation, Computer Uses in Education, High School Students
Karakas, Ali – Teaching English with Technology, 2011
This article will provide an overview of whether students have positive motivational attitudes towards the use of computers for writing and communication. Firstly, it summarizes the basic theories of motivation and then explains the relationship between language and motivation, and the use of computers and motivation. Then, it aims to explore the…
Descriptors: Student Attitudes, Student Motivation, Computer Uses in Education, Educational Technology
Hanson, Jessica; Maxwell, Jeffrey; Mulder, Monika – ORTESOL Journal, 2015
Intensive English language programs (IEPs) at American universities have the task of recruiting, retaining, and preparing international students for mainstream classes. In order to achieve these tasks, many programs have explored using supplemental instruction (SI) in the form of learning centers (LCs) to support their students. In this study, we…
Descriptors: English (Second Language), Second Language Instruction, Foreign Students, Language Proficiency
Vetter, Matthew A. – Composition Studies, 2014
Research across disciplines in recent years has demonstrated a number of gains involved in community engagement and service-learning pedagogies. More recently, these pedagogies are being filtered into digital contexts as instructors begin to realize the opportunities made available by online writing venues. This presentation describes a specific…
Descriptors: Writing (Composition), Academic Libraries, Computer Uses in Education, Encyclopedias
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
Houle, Philip A.; Reed, Diana; Vaughan, Amy Grace; Clayton, Suzanne R. – Journal of Learning in Higher Education, 2013
This study examined the reasons why students choose to take laptop computers into college classes. The model involved the individual student choice involving opportunity, ability and motivation. The resulting model demonstrated how some (primary) factors, such as effective learning, directly impact the laptop usage choice, and other factors…
Descriptors: Laptop Computers, Student Motivation, Internet, Access to Information
Bynum, Steven Lance – Online Submission, 2011
Social media has permeated almost every aspect of the lives of anyone who utilizes the internet. Teachers and students are no exception. Students are most likely to use social media sites such as MySpace, Facebook and Twitter. This research focuses on best practices related to augmenting school curriculum to utilize these tools to increase student…
Descriptors: Learner Engagement, Internet, Social Networks, Computer Uses in Education
Goodin, Laura M. – Online Submission, 2012
In this action research project report, the teacher researcher focused on the problem of lack of achievement of students in middle school social studies classes. The purpose of the project was to increase motivation and engagement of students by incorporating the use of technology; thereby, increasing achievement. A total of 105 sixth-grade…
Descriptors: Feedback (Response), Middle School Students, Check Lists, Action Research
Davis, Jay Bee – 1999
This report describes a program for improving the transfer of the learning of different techniques used in computer applications. The targeted population consisted of sophomores and juniors in a suburban high school in a middle class community. The problem was documented through teacher surveys, student surveys, anecdotal records and behavioral…
Descriptors: Cognitive Processes, Computer Uses in Education, High Schools, Instructional Improvement
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