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Showing 1 to 15 of 96 results Save | Export
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Yusuf Yildirim; Gökhan Alptekin; Hakan Altinpulluk; Hakan Kilinc; Onur Yumurtaci – Education and Information Technologies, 2024
This study aims to determine the relationship between the loneliness levels and intrinsic motivation levels felt by distance learners in a virtual environment. To this end, predictive design was used as a quantitative research method. The results obtained from 330 distance learner participants revealed a medium level negative statistically…
Descriptors: Social Isolation, Learning Motivation, Distance Education, Electronic Learning
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Juiching Chiang – Education and Information Technologies, 2025
The purpose of this study was to implement an effective online learning environment based on self-determination theory (SDT) and to develop eighteen main elements of the conceptual environment. The significant difference between SDT and other motivation theories is that SDT emphasizes on how to internalize motivation, and it explores the…
Descriptors: Self Determination, Electronic Learning, Need Gratification, Personal Autonomy
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Sri Wilda Albeta; Jimmi Copriady; Yustina; Radjawali Usman Rery – Education and Information Technologies, 2025
The present study aims to explore the factors influencing learning satisfaction in blended learning implementation. The two variables are attitude and motivation. In addition, this study aims to explain the difference between students' attitudes, motivation, and learning satisfaction based on gender and the scientific field. A number of 488…
Descriptors: Learning Motivation, Blended Learning, Student Attitudes, Student Satisfaction
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Jiahui Du; Khe Foon Hew; Long Zhang – Education and Information Technologies, 2025
Self-regulated learning (SRL) is a prerequisite for successful learning. However, studies have reported that many students struggle with self-regulation in online learning, indicating the need to provide students with additional support for SRL. This study adopted a design-based research methodology to iteratively design, implement, and evaluate…
Descriptors: Independent Study, Artificial Intelligence, Electronic Learning, Graduate Students
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Ayse Eliüsük Bülbül; Serap Yilmaz Özelçi – Education and Information Technologies, 2025
This study is significant as it seeks to establish the connection between the digital literacy levels of pre-service teachers and their teacher identities while also examining the mediating role of mobile learning in this relationship. Additionally, it explores the impact of pre-service teachers' digital literacy and learning motivations on their…
Descriptors: Mediation Theory, Electronic Learning, Learning Motivation, Preservice Teachers
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Athitaya Nitchot; Lester Gilbert – Education and Information Technologies, 2025
Learning programming is a complex process that requires understanding abstract concepts and solving problems efficiently. To support and motivate students, educators can use technology-enhanced learning (TEL) in the form of visual tools for knowledge mapping. Mytelemap, a prototype tool, uses TEL to organize and visualize information, enhancing…
Descriptors: Learning Motivation, Concept Mapping, Programming, Computer Science Education
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Muhammad Jehanghir; Kashif Ishaq; Rafaqat Ali Akbar – Education and Information Technologies, 2024
Learner autonomy is the trait of an adult who displays agency concerning learning activities, whereas academic motivation is the primary driving force for students to learn, which is the drive and urge to achieve academically, while grit is an important personality trait for academic achievement. People with the motivation and persistence to work…
Descriptors: College Students, Personal Autonomy, Student Motivation, Resilience (Psychology)
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Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
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Xingsu Wu; Chunyang Xu – Education and Information Technologies, 2025
This study, anchored in the empirical domain of student learning experiences, employs the Chaoxing Fanya network teaching platform to delineate a comprehensive model of factors that influence student learning experiences within the framework of blended collaborative learning. Through a rigorous synthesis of extant literature and qualitative…
Descriptors: Learning Experience, Blended Learning, Cooperative Learning, College Students
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Fa Zhang; Yuyan Xia; Yu Wang; Jinglu Liu; Jie Xia; Chin-Chih Chen – Education and Information Technologies, 2025
Open universities can improve learning outcomes and overall satisfaction among adult learners by addressing and enhancing online learning motivation. By applying latent profile analysis (N = 494) and adult learner interviews (n = 16), this mixed methods study aimed to better understand adult learners' motivation profiles in online learning…
Descriptors: Adult Students, Adult Learning, Electronic Learning, Learning Motivation
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Chen, Juan – Education and Information Technologies, 2022
The paper presents a study of training learner autonomy by applying blended learning in a university translation course in China. In the study, the author has constructed a blended translation course and has conducted a survey to determine the effectiveness of blended learning to improve learner autonomy. The study adopts a triangulation approach…
Descriptors: Blended Learning, Personal Autonomy, College Students, Foreign Countries
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Xiying Li; Huixin Chai; Wanru Cao; Xin Zhao; Zhongling Pi – Education and Information Technologies, 2025
With the increase in life expectancy and the rapid advancement of digital technology, older adults often face challenges where formal learning opportunities are scarce. Consequently, they are compelled to rely on instructional videos for continuous learning. However, many older adults struggle with low self-efficacy and motivation. Although…
Descriptors: Instructional Design, Video Technology, Instructional Films, Older Adults
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Jesennia Cárdenas-Cobo; Cristian Vidal-Silva; Lisett Arévalo; Magali Torres – Education and Information Technologies, 2024
The information society is part of current life, and algorithmic thinking and programming are relevant for everybody regardless of educational background. Today's world needs professionals with computing competencies from WEIRD (Western, Educated, Industrialized, Rich, and Democratic Societies) and non-WEIRD contexts. Traditional programming…
Descriptors: Programming, Skill Development, Competence, Artificial Intelligence
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Lung-Chun Chang; Cheng-Chi Yeh; Hon-Ren Lin – Education and Information Technologies, 2025
The COVID-19 pandemic and advances in technology have resulted in the emergence of online learning as a new trend in the educational sector. However, during online learning, if students cannot seek immediate assistance from teachers, the use of suitable teaching models and easy-to-understand teaching materials is crucial. To address problems…
Descriptors: Programming, Human Body, Recognition (Psychology), Visual Perception
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Chia-Ju Lin; Hsin-Yu Lee; Wei-Sheng Wang; Yueh-Min Huang; Ting-Ting Wu – Education and Information Technologies, 2025
In STEM hands-on learning activities, collaboration with group members can be a significant motivator for students' engagement. This research is based on the 6E Learning by DeSIGN™ model and explores the impact of incorporating reflective strategies on students' learning performance, motivation, and participation in collaborative STEM learning…
Descriptors: STEM Education, Reflection, Assistive Technology, Recognition (Psychology)
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