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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
Halil Tas; Muhammet Baki Minaz – SAGE Open, 2024
Today, individuals should adapt themselves to the rapidly changing and developing information age and have learning skills. It is only possible by adopting new approaches and strategies instead of traditional teaching methods and techniques. Different learning and teaching approaches are characterized by various methods and designs, such as…
Descriptors: Social Studies, Learning Modalities, Learning Activities, Academic Achievement
Alsadoon, Elham – Education and Information Technologies, 2020
Researchers emphasize that prior knowledge is one of the important factors that influence learning. This study discusses the design and implementation of adapting an e-course to students' prior knowledge using the Learning Management System (LMS). It aims to investigate the impact of such adaptive e-course to the learner's prior knowledge through…
Descriptors: Online Courses, Electronic Learning, Academic Achievement, Prior Learning
Amhout, Aziz; Kharbach, Ahmed; Naciri, Aziz; Lahlou, Laila – Pedagogical Research, 2023
Introduction: "Note-taking" is a learning strategy that requires tremendous importance in the teaching/learning process. It therefore allows for better information processing and deeper encoding (long-term memory) of information. Its adoption and mastery can improve students' learning performance. Nevertheless, it has been poorly…
Descriptors: Nursing Students, Learning, Academic Achievement, Methods
Anwer, Fizza – Journal of Education and Educational Development, 2019
This research was conducted to determine the effects of activity-based teaching on student motivation and academic achievement. Pretest and post-test control group design of experimental research was employed for this study. Two MCQ achievement tests were used as research tools for the data collection as pre-test and post-test. The first step in…
Descriptors: Teaching Methods, Student Motivation, Academic Achievement, Foreign Countries
Ibrahim, Hatim – Education and Information Technologies, 2020
The goal of the current research to identify the effectiveness of the use of the strategy of electronic defects in the development of the educational techniques of the students of the middle level in Dammam city and the direction towards it, the descriptive and semi-experimental curriculum was used, for their content for research purposes, and has…
Descriptors: Foreign Countries, Middle School Students, Game Based Learning, Instructional Effectiveness
Üzüm, Burhan; Pesen, Ata – International Journal of Instruction, 2019
This study was conducted to demonstrate the effect of the layered curriculum on the academic achievement of the 9th grade students in English lesson. Based on quantitative research method, pretest-posttest matched with control group pattern, one of the quasi-experimental designs, was used in the study. The study group consisted of 67 ninth grade…
Descriptors: Foreign Countries, High School Students, Grade 9, Student Centered Learning
Lauc, Tomislava; Jagodic, Gordana Kuterovac; Bistrovic, Jelena – International Journal of Instruction, 2020
The study examined motivation and learning outcomes of the use of multimedia instructional message during the introductory part of 18 lessons of school subject Nature and Society in 4th grade. Learning outcomes were measured by immediate knowledge tests and global exams. The multimedia model was developed containing activities used either through…
Descriptors: Foreign Countries, Multimedia Instruction, Multimedia Materials, Learning Motivation
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
Emma Awuor Agola – ProQuest LLC, 2020
Despite the advantages and increase in popularity of self-directed e-learning, this mode of learning is still reported to suffer from low voluntary enrollment rates, high learner dropout rates, as well as low retention of learning. Although there is a paucity of motivation research with regard to self-directed e-learning, a considerable number of…
Descriptors: Employees, Electronic Learning, Academic Achievement, Academic Persistence
Christidamayani, Agatha Puri; Kristanto, Yosep Dwi – Online Submission, 2020
Posing high-quality problems is a critical skill to be possessed by students in learning mathematics. However, it is still limited in literature in answering whether problem posing learning model effective in improving students' learning achievement and motivation. Therefore, the present study aims to investigate the effect of problem posing…
Descriptors: Problem Solving, Academic Achievement, Student Motivation, Learning Motivation
Aljaraideh, Yousef Ahmad – Turkish Online Journal of Distance Education, 2020
This study aims to identify the impact of digital storytelling (DST) on academic achievement of sixth grade students in English language and their motivation towards it in Jordan. DST plays an important role in the maintenance and progress of English language. The research uses a quasi- experimental method. The sample of the study consists of (50)…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Story Telling
Chen, Tan-I; Lin, Shih-Kai; Chung, Hung-Chang – Journal of Baltic Science Education, 2023
The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM education at the undergraduate level, no research examined the effects of gamified educational robotics on participants' motivation and creativity. Therefore, this study examines the…
Descriptors: College Students, Foreign Countries, STEM Education, Robotics
Zhong, Baichang; Liu, Xiaofan; Huang, Yu – Journal of Educational Computing Research, 2023
Robotics Education (RE) is viewed as a tool to narrow the gender gap in STEM fields, especially for promoting girls' learning. As an emerging and potential model in RE, Pair Learning (PL) is different from Individual Learning (IL), which is impacted by many factors. Among them, social factors need to be further explored. Therefore, this study…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Control Groups
Tutal, Özgür; Yazar, Taha – Journal on School Educational Technology, 2023
The meta-analysis investigates the impact of active learning on K--12 students' academic achievement and learning retention. A thorough search of published and unpublished research reveals 398 studies for academic achievement and 88 studies for learning retention. The analysis demonstrates that active learning has a significant positive impact on…
Descriptors: Kindergarten, Young Children, Elementary School Students, Secondary School Students