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Showing 1 to 15 of 19 results Save | Export
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Paul Evans; Maarten Vansteenkiste; Philip Parker; Andrew Kingsford-Smith; Sijing Zhou – Educational Psychology Review, 2024
Although cognitive load theory research has studied factors associated with motivation, these literatures have primarily been developed in isolation from each other. In this contribution, we aimed to advance both fields by examining the effects of instructional strategies on learners' experience of cognitive load, motivation, engagement, and…
Descriptors: Cognitive Processes, Difficulty Level, Learning Motivation, Self Determination
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Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
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Soonri Choi; Soomin Kang; Kyungmin Lee; Hongjoo Ju; Jihoon Song – Contemporary Educational Technology, 2024
This study proposes that the gestures of an agent tutor in a multimedia learning environment can generate positive and negative emotions in learners and influence their cognitive processes. To achieve this, we developed and integrated positive and negative agent tutor gestures in a multimedia learning environment directed by cognitive gestures.…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Cognitive Processes, Difficulty Level
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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
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de Bruin, Anique B. H.; Biwer, Felicitas; Hui, Luotong; Onan, Erdem; David, Louise; Wiradhany, Wisnu – Educational Psychology Review, 2023
Desirable difficulties are learning conditions that are often experienced as effortful, but have a positive effect on learning results and transfer of knowledge and skills (Bjork & Bjork, 2011; Bjork, 1994). Learners often do not appreciate the beneficial effects of desirable difficulties, and the negative experiences of high effort and…
Descriptors: Transfer of Training, Difficulty Level, Learning Motivation, Personal Autonomy
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Liu Wang; GuangTao Xu – Education and Information Technologies, 2024
The self-explanation strategy motivates learners to actively select and integrate information, thereby fostering meaningful learning. To generate comprehensive and insightful explanations, learners often require support. However, there is a limited understanding of the optimal form of self-explanation that effectively assists learners in applying…
Descriptors: Cues, Learning Motivation, Self Concept, Epistemology
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Xiuyu Lin; Zehui Zhan; Xuebo Zhang; Jiayi Xiong – IEEE Transactions on Learning Technologies, 2024
The attribution of learning success or failure is crucial for students' learning and motivation. Effective attribution of their learning success or failure in the context of a small private online course (SPOC) could generate students' motivation toward learning success while an incorrect attribution would lead to a sense of helplessness. Based on…
Descriptors: Learning Analytics, Learning Processes, Learning Motivation, Attribution Theory
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Saša Horvat; Dušica Rodic; Nevena Jovic; Tamara Roncevic; Snežana Babic-Kekez – Center for Educational Policy Studies Journal, 2023
The main goal of this study was to validate the strategy for the assessment of the cognitive complexity of chemical kinetics exam items. The strategy included three steps: 1) assessment of the difficulty of concepts, 2) assessment of distractor value, and 3) assessment of concepts' interactivity. One of the tasks was to determine whether there…
Descriptors: Cognitive Measurement, Performance Based Assessment, Chemistry, Thinking Skills
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Chen-Chen Liu; Dan Wang; Gwo-Jen Hwang; Yun-Fang Tu; Ning-Yu Li; Youmei Wang – Interactive Learning Environments, 2024
Information literacy is an essential twenty-first-century skill for students. Most students face difficulty in discerning online information while searching, evaluating, and utilizing it effectively. Appropriate information evaluating framework, such as RADAR (relevance, authority, date, appearance, and reason for writing), has been recommended to…
Descriptors: Gamification, Educational Environment, Skill Development, Information Literacy
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Chen, Ching-Huei; Liu, Tung-Kai; Huang, Kun – Journal of Research on Technology in Education, 2023
With the rapid development of artificial intelligence in many disciplines, computational thinking (CT) has become an important skill for the 21st century. To promote vocational high school students' CT skills in learning about programmable logic controllers, this study intended to examine how cognitive and metacognitive prompts separately or…
Descriptors: Vocational High Schools, High School Students, Thinking Skills, Computation
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Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
McCall, Megan O'Neill – ProQuest LLC, 2017
This study examined the effects of cooperative testing versus traditional or individual testing and the impacts on academic achievement, motivation toward science, and study time for 9th grade biology students. Research questions centered on weekly quizzes given in a flipped classroom format for a period of 13 weeks. The study used a mixed methods…
Descriptors: Individual Testing, Group Testing, Academic Achievement, Learning Motivation
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Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong – Interactive Learning Environments, 2015
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…
Descriptors: Foreign Countries, Concept Mapping, Educational Games, Computer Games
Cushman, Kathleen – Jossey-Bass, An Imprint of Wiley, 2010
Through the voices of students themselves, "Fires in the Mind" brings a game-changing question to teachers of adolescents: What does it take to get really good at something? Starting with what they already know and do well, teenagers from widely diverse backgrounds join a cutting-edge dialogue with adults about the development of mastery in and…
Descriptors: Adolescents, Instructional Leadership, Learning Motivation, Mastery Learning
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Bonk, Curtis J.; Lee, Mimi Miyoung – Journal of Learning for Development, 2017
This research targeted the learning preferences, goals and motivations, achievements, challenges, and possibilities for life change of self-directed online learners enrolled in a massive open online course (MOOC) related to online teaching hosted by Blackboard using CourseSites. Data collection included a 40-item survey, of which 159 MOOC…
Descriptors: Learning Motivation, Academic Achievement, Independent Study, Open Education
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