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Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
Katrina E. Forbes-McKay; Pauline A. M. Bremner; Pamela Johnston; Carol Air – Journal of Applied Research in Higher Education, 2025
Purpose: This study addresses gaps in the existing literature on students' understanding of Independent Learning (IL), whilst exploring the link between levels of IL, growth mindset, motivated strategies for learning and academic performance. Design/methodology/approach: Three hundred and eighty-six university students recruited via opportunistic…
Descriptors: Independent Study, Student Attitudes, Student Motivation, Learning Strategies
Xiao-Rong Guo; Shao-Ying Gong; Si-Yang Liu; Jing Wang; Yan-Qing Wang; Xin Zhao – European Journal of Psychology of Education, 2025
Previous studies have pointed out that leisure motivational interference was an important factor affecting students' learning satisfaction. This study concentrates on three unexplored areas in the current literature on leisure motivational interference and learning satisfaction. Specifically, it is the first to (a) focus on the effects of digital…
Descriptors: Leisure Time, Student Motivation, College Students, Electronic Learning
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
Lee, Minhye; Bong, Mimi – Educational Psychology, 2022
Student motivation varies quickly, particularly under the pressing context. However, extant literature tends to focus on the individual, rather than contextual, differences in motivational patterns. We examined Korean adolescents' time-varying pursuits of achievement goals and learning outcomes using the experience sampling method, which collects…
Descriptors: Student Motivation, Goal Orientation, Academic Achievement, Test Preparation
Akça, Figen; Demir, Sezgin – International Journal of Curriculum and Instruction, 2021
In recent years sleep rhythm or chronotype have become one of the most studied subjects especially in psychology and educational environments. Chronotype is an important variable in interpersonal differences and it is related to psychological and physiological differences among people. There are three main chronotypes or eveningness, morningness…
Descriptors: Foreign Countries, Preservice Teachers, Cognitive Processes, Student Motivation
Luciana Maria Cavichioli Gomes Almeida; Stefan Münzer; Tim Kühl – Journal of Computer Assisted Learning, 2024
Background: According to the personalization effect in multimedia learning, the use of personal and possessive pronouns in instructional materials (e.g., 'you' and 'your') is beneficial. However, current research suggests that the personalization effect is inverted for emotionally aversive content (e.g., illnesses). Objective: This study…
Descriptors: Foreign Countries, Health Education, Health Promotion, Information Sources
Xu, Huixuan – Education 3-13, 2021
With the aim to provide proper educational support for socially and economically deprived students, the present study examined a homework tutoring programme that focused on self-regulated learning (SRL) and implemented at an afterschool setting in Hong Kong. The programme was designed according to Zimmerman's SRL model, integrated explicit and…
Descriptors: Homework, Tutoring, Learning Strategies, Self Control
Yurtseven, Nihal; Dogan, Selçuk – Pegem Journal of Education and Instruction, 2019
Academic procrastination has been one of the major problems among students from different levels of education, specifically for college students. The purpose of this study is to examine the effect of problem solving skill, a kind of cognitive skill, as well as academic motivation on academic procrastination behaviors of university students. In…
Descriptors: Foreign Countries, College Students, Problem Solving, Cognitive Processes
Bertiz, Yasemin; Karoglu, Aslihan Kocaman – International Journal of Research in Education and Science, 2020
This study was conducted to examine the relationship between distance education students' cognitive flexibility levels and their distance education motivations. In the study, cognitive flexibility levels and distance education motivations were also investigated in terms of several variables (gender, age, computer and internet usage time, time…
Descriptors: Foreign Countries, College Students, Distance Education, Student Motivation
Rey, Günter Daniel; Beege, Maik; Nebel, Steve; Wirzberger, Maria; Schmitt, Tobias H.; Schneider, Sascha – Educational Psychology Review, 2019
The segmenting effect states that people learn better when multimedia instructions are presented in (meaningful and coherent) learner-paced segments, rather than as continuous units. This meta-analysis contains 56 investigations including 88 pairwise comparisons and reveals a significant segmenting effect with small to medium effects for retention…
Descriptors: Learning Processes, Multimedia Instruction, Teaching Methods, Recall (Psychology)
Flip It or Click It: Equivalent Learning of Vocabulary from Paper, Laptop, and Smartphone Flashcards
Sage, Kara; Piazzini, Michael; Downey, John Charles, IV.; Ewing, Sydney – Journal of Educational Technology Systems, 2020
Students frequently utilize digital devices and applications to assist studying. Past research has yielded mixed results on their effectiveness, and scant research has compared portable technologies with each other or focused on smartphones specifically. We compared college students' learning of vocabulary on paper, laptop, and smartphone.…
Descriptors: Vocabulary Development, Computer Uses in Education, Handheld Devices, Learning Strategies
Lee, Ji Eun; Recker, Mimi M. – AERA Online Paper Repository, 2017
We describe the application of the Evidence-Centered Design (ECD) framework to measure the self-regulated learning (SRL) strategies of students' enrolled in an online mathematics course by using their trace logs captured by a Learning Management System (LMS). We found that the ECD framework was helpful in building evidentiary arguments for…
Descriptors: Learning Strategies, Integrated Learning Systems, Educational Technology, Technology Uses in Education
Huang, Xiaoxia – Interactive Learning Environments, 2017
Previous research has indicated the disconnect between example-based research focusing on worked examples (WEs) and that focusing on modeling examples. The purpose of this study was to examine and compare the effect of four different types of examples from the two separate lines of research, including standard WEs, erroneous WEs, expert (masterly)…
Descriptors: Teaching Methods, Problem Solving, Academic Achievement, Cognitive Processes
Dörrenbächer, Laura; Perels, Franziska – Frontline Learning Research, 2015
Most self-regulated learning theories are imbedded within a social-cognitive framework and comprise cognitive, metacognitive and motivational components. Nevertheless, these theories partly neglect volition, which is necessary for implementing learning intentions. Therefore, the present study is frontline as it aimed to integrate volition within a…
Descriptors: Metacognition, Learning Theories, Models, College Students