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Hsu, Ting-Chia; Chen, Wen-Li; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
In this study, a peer assessment-based mobile learning approach was implemented and evaluated in a vocational design certification course. A quasi-experiment was conducted to explore the impact of the proposed approach on the learning achievements and motivations of the students with active and reflective styles. It was found that the students…
Descriptors: Peer Evaluation, Cognitive Style, Electronic Learning, Academic Achievement
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Hao, Qiang; Barnes, Bradley; Jing, Mengguo – Learning Environments Research, 2021
Prior findings on the effects of active learning environments were limited by both research design and data-analysis techniques, such as lack of controls over confounding factors and misuse of statistical modeling. We (1) investigated the effects of active learning environments on student achievement and motivation and (2) overcame the limitations…
Descriptors: Active Learning, Educational Environment, Physical Environment, Academic Achievement
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Seyma Sahin; Abdurrahman Kiliç – Journal of Applied Research in Higher Education, 2025
Purpose: The ultimate objective of this study is to compare the impact of face-to-face and online flipped learning on students' academic achievements and their perspectives on learning and teaching, offering valuable insights to the field. Design/methodology/approach: The study utilized a quasi-experimental research method that involves pre-test…
Descriptors: Flipped Classroom, Teaching Methods, In Person Learning, Online Courses
Kaeedi, Azam; Esfahani, Ahmad Reza Nasr; Sharifian, Fereydoon; Moosavipour, Saeed – Journal of University Teaching and Learning Practice, 2023
Research methods is an essential ingredient of postgraduate programs across a wide range of social science disciplines. The purpose of this study was to compare the effectiveness of problem-based learning (PBL) and lecture-based learning (LBL) approaches to teaching research methods through a mixed-methods approach in an explanatory sequential…
Descriptors: Problem Based Learning, Instructional Effectiveness, Teaching Methods, Research Methodology
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Shah, Veenita; Murthy, Sahana; Warriem, Jayakrishnan; Sahasrabudhe, Sameer; Banerjee, Gargi; Iyer, Sridhar – Educational Technology Research and Development, 2022
MOOCs support the global need of learning resources with large impact through online access and no geographical boundaries. However, pedagogical design limitations in MOOCs are known to result in passive role of the learner, lack of learner connect and engagement, limited interactivity with course content and peers, all of which result in low…
Descriptors: Student Centered Learning, Online Courses, Instructional Design, Models
Wahono, Bevo; Lin, Pei-Ling; Chang, Chun-Yen – International Journal of STEM Education, 2020
This study used a systematic review and meta-analysis as a method to investigate whether STEM enactment in Asia effectively enhances students' learning outcomes. Verifiable examples of science, technology, engineering, and mathematics (STEM) education, effectively being applied in Asia, are presented in this study. The study involved 4768 students…
Descriptors: Foreign Countries, STEM Education, Program Effectiveness, Outcomes of Education
Andres, Hayward – Journal of International Education in Business, 2020
Purpose: The purpose of this study is to investigate a theoretical framework that examines and extends understanding of the role of cognitive/information processing, learning motivation and learning task behaviors in facilitating student engagement, course persistence and academic performance. Design/methodology/approach: Student subjects were…
Descriptors: Active Learning, Self Efficacy, Learning Motivation, Academic Achievement
Zajda, Joseph – Globalisation, Comparative Education and Policy Research, 2022
This book focuses on discourses of effective learning environments globally for reducing discrimination in schools. It offers innovative ideas concerning the future directions that education and policy reforms could take, in order to promote equality, social justice, and access to quality of education for all. The chapters offer a timely analysis…
Descriptors: Global Approach, Sex Fairness, Educational Change, Critical Theory
Bishop, Rebecca; Lepou, Savelina – set: Research Information for Teachers, 2019
This article reports on a teacher-led inquiry at Mt Roskill Primary School from 2016 to 2017. Teachers worked with a group of Pasifika and Maori students to develop a learning environment and use pedagogies inspired by the makerspace movement. Data on students' engagement and achievement levels indicated positive development in the key…
Descriptors: Foreign Countries, Elementary School Students, Pacific Islanders, Shared Resources and Services
Barak, Moshe; Assal, Muhammad – International Journal of Technology and Design Education, 2018
This study presents the case of development and evaluation of a STEM-oriented 30-h robotics course for junior high school students (n = 32). Class activities were designed according to the P3 Task Taxonomy, which included: (1) practice-basic closed-ended tasks and exercises; (2) problem solving--small-scale open-ended assignments in which the…
Descriptors: Robotics, STEM Education, Academic Achievement, Assignments
Meral, Elif; Teke, Dilek; Güler, Muhammed; Basci Namli, Zeynep – International Online Journal of Education and Teaching, 2020
This study, which was based on qualitative research design, aimed to examine the research trends and results of bibliometric mapping analyses of articles about the Flipped Classroom Model (FCM) in education in the past ten years. For this purpose, 126 articles published with the keywords; flipped classroom, education, social science, science,…
Descriptors: Bibliometrics, Flipped Classroom, Teaching Methods, Achievement Tests
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
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