NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Jonassen, David H. – Educational Technology Research and Development, 2012
Decision making is the most common kind of problem solving. It is also an important component skill in other more ill-structured and complex kinds of problem solving, including policy problems and design problems. There are different kinds of decisions, including choices, acceptances, evaluations, and constructions. After describing the centrality…
Descriptors: Problem Solving, Decision Making, Thinking Skills, Affective Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
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