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Showing 1 to 15 of 17 results Save | Export
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Tuba Temel; Cevdet Yilmaz – Journal of Educational Technology and Online Learning, 2025
Motivation has been studied in many contexts and is acknowledged as one of the most significant aspects of language instruction. To increase student motivation and engagement, instructional materials, methods, and techniques are crucial to the language learning and teaching process. The current study examined how the creation of digital…
Descriptors: Electronic Learning, Story Telling, Computer Mediated Communication, Second Language Learning
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Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
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Turan, Serhat; Yaman, M. Sibel; Genc, Halil Ibrahim; Donmez, Ahmet; Herguner, Gülten; Yaman, Çetin – Turkish Online Journal of Educational Technology - TOJET, 2022
In this research, it was aimed to determine the predictive power of academic motivation and attitudes towards mobile learning on perceived learning in sports science students. 416 (197 female+219 male) sports science students were included in the research, which was conducted in accordance with the correlational survey model. In the research,…
Descriptors: Foreign Countries, Student Motivation, Student Attitudes, College Students
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Muhammad, Muhammad – Cypriot Journal of Educational Sciences, 2020
The present research aims to investigate the implementation of project-based learning (PBL) in the ESP 21st-century education setting by using the Muvizu application that promotes students' motivation to learn English together with ICT and hadith. Hence, the researcher carried out descriptive quantitative research at the Manajemen Dakwah…
Descriptors: Learning Motivation, Student Projects, Active Learning, Second Language Learning
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Fernandez, Simon Christopher; Mammen, Kuttickattu John – Journal of Technology Education, 2020
The popularity of mobile technologies has greatly influenced people of all ages, especially adolescents. The purpose of this research was to determine the views of students, lecturers, and managers as selected stakeholders to assess the effectiveness of tablet computers in learning at a South African university. Using a mixed-methods approach,…
Descriptors: Stakeholders, Handheld Devices, Computer Uses in Education, Student Attitudes
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Firipis, Arthur; Chandrasekaran, Siva; Joordens, Matthew – Athens Journal of Education, 2020
With the increasing use of 1:1 mobile devices within the curriculum space, differentiating its use to support "learner growth" has become an important discussion amongst policy makers, researchers, educators and learners. This research study provides an insight into how learners are using their 1:1 mobile device to support their learning…
Descriptors: Individualized Instruction, Handheld Devices, Learning Processes, Curriculum Design
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Makransky, Guido; Lilleholt, Lau – Educational Technology Research and Development, 2018
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners' emotional processes while learning. This paper explores whether…
Descriptors: Computer Simulation, Computer Uses in Education, Psychological Patterns, Emotional Response
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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
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Duarte, António; Barros, Alexandra – Australian Educational Computing, 2018
The objective of this study, in the Student Approaches to Learning (SAL) perspective, was to test a computer-assisted intervention that seeks to promote awareness and self-regulation of learning strategies, aiming at improving the quality of learning. The intervention involved the use, by a sample of higher education students, of purposely…
Descriptors: Computer Uses in Education, Intervention, Learning Strategies, College Students
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Yuen, May-Chan; Koo, Ah-Choo; Woods, Peter C. – International Journal of Information and Communication Technology Education, 2018
Digital animation (DA) is a field of art and design which requires certain level of design and computer skills with creativity and storytelling. Learners are required to spend a considerable amount of time on their own for practicing the skills after their formal classes. Guided by connectivism and Meyer's factors of independent learning, this…
Descriptors: Animation, Computer Uses in Education, Independent Study, College Students
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Al-Samarraie, Hosam; Selim, Hassan; Zaqout, Fahed – Interactive Learning Environments, 2016
A model is proposed to assess the effect of different content representation design principles on learners' intuitive beliefs about using e-learning. We hypothesized that the impact of the representation of course contents is mediated by the design principles of alignment, quantity, clarity, simplicity, and affordance, which influence the…
Descriptors: Electronic Learning, Learning Motivation, Course Content, Intuition
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Herman, Geoffrey L. – Computer Science Education, 2012
In order to maximize the effectiveness of our pedagogies, we must understand how our pedagogies align with prevailing theories of cognition and motivation and design our pedagogies according to this understanding. When implementing Contributing Student Pedagogies (CSPs), students are expected to make meaningful contributions to the learning of…
Descriptors: Student Motivation, Learning Motivation, Research Universities, Learner Engagement
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Waldeck, Jennifer H.; Dougherty, Kathleen – Learning, Media and Technology, 2012
Web-based communication technologies that enable collaboration and sharing of information among users - such as podcasts, wikis, blogs, message boards, and others--are used commonly in contemporary organizations to increase and manage employee learning. In this investigation, we identify which of these collaborative communication technologies are…
Descriptors: Student Attitudes, College Students, College Instruction, Outcomes of Education
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Al-Bustan, Suad Ahmed; Al-Bustan, Lamees – College Student Journal, 2009
This study is performed by conducting a survey analysis to investigate students' attitudes and preferences towards learning English at Kuwait University in non-English major ESL students. The sample size will be roughly 21-22% of a total of 4950 college level English Language learners at Kuwait University where specific English courses are part of…
Descriptors: Student Attitudes, Second Language Learning, Learning Motivation, Foreign Countries
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