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Nick Serki; San Bolkan – Communication Education, 2024
This study tested the notion that the impact of clarity (i.e., structure) on learning is indirect and occurs, in part, through the reduction of cognitive load and subsequently through students' motivation to process instructional information. Two hundred fifty-two students were randomly assigned to one of two text-based lessons (clear or unclear)…
Descriptors: College Students, Difficulty Level, Cognitive Processes, Student Motivation
Bridgid Finn; David B. Miele; Allan Wigfield – Grantee Submission, 2023
The "remembered success effect" (Finn, 2010) refers to the finding that challenging academic tasks that start or end with extra opportunities for success are often preferred to challenging tasks that do not include these opportunities. Research on the remembered success effect has identified some memory processes that are thought to give…
Descriptors: Success, Difficulty Level, Mathematics Instruction, Student Motivation
Krieglstein, Felix; Meusel, Felicia; Rothenstein, Eva; Scheller, Nadine; Wesenberg, Lukas; Rey, Günter Daniel – Smart Learning Environments, 2023
Whiteboard animations have become very popular in recent years. They are mainly used in distance education, where learners can acquire knowledge individually and without the help of a teacher. However, there is little empirical evidence on how whiteboard animations should be designed to achieve learning-enhancing effects. Since the presentation of…
Descriptors: Visual Aids, Animation, Instructional Effectiveness, Human Body
Genmei Zuo; Lijia Lin – Instructional Science: An International Journal of the Learning Sciences, 2025
The purpose of the study was to investigate (a) whether the effects of hand tracing and whole-body tracing reported in the literature could be extended to adults, and (b) the relative superiority of whole-body tracing over hand tracing. Two experiments were conducted to investigate the potential effects of these two kinesthetic approaches on…
Descriptors: Freehand Drawing, Human Body, Kinesthetic Perception, Adults
Daniel Laumann; Paul Schlummer; Adrian Abazi; Rasmus Borkamp; Jonas Lauströer; Wolfram Pernice; Carsten Schuck; Reinhard Schulz-Schaeffer; Stefan Heusler – Journal of Science Education and Technology, 2024
For nearly two decades, augmented reality (AR) has found diverse applications in education, particularly in science education, where its efficacy has been supported by relevant theories and many empirical studies. However, previous studies have revealed the following research deficit: While AR technology appears to influence learning-related…
Descriptors: Computer Simulation, Physics, Science Laboratories, Science Experiments
Vaughn, Kalif E.; Srivatsa, Neha; Graf, Allyson S. – Journal of College Student Retention: Research, Theory & Practice, 2023
Research on praise, in support of a growth mindset, has overwhelmingly focused on children. We explored how praise influences performance in college students. Colleges are often challenged to respond to students' established mindsets in the face of increasingly demanding coursework. Specifically, we examined how fear of failure may alter the…
Descriptors: College Students, Academic Failure, Fear, Student Attitudes
Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
Xiaozhe Yang; Pei-Yu Cheng; Xin Liu; Sheng-Pao Shih – Education and Information Technologies, 2024
This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual…
Descriptors: Computer Simulation, Simulated Environment, Art Education, Technology Uses in Education
Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
Pessi Lyyra; Sanna Anttonen; Tomi Waselius – European Journal of Open, Distance and E-Learning, 2024
A major challenge for distance learning in higher education is supporting course completion. Counteracting completion risk factors requires investigating their significance across (non)completion stages. We tested the predictability of known risk factors at each completion stage. Not initiating was explained by available time, low motivation and…
Descriptors: Distance Education, Open Education, Higher Education, Online Courses
Wu, Chih-Hung; Liu, Chih-Hsing; Huang, Yueh-Min – International Journal of STEM Education, 2022
Background: This study proposes a learning cycle and a comprehensive research framework that integrates Bloom's taxonomy: the cognitive domain (cognitive load), affective domain (attitude and motivation) and psychomotor domain (implementation of science, technology, engineering, arts, and math [STEAM] activities) to explore the relationship…
Descriptors: Lifelong Learning, Intention, STEM Education, Art Education
Faisal Channa; Muhterem Dindar; Andy Nguyen; Rohit Mishra – Scandinavian Journal of Educational Research, 2024
This study explored the sequential interplay between challenges and regulatory processes in high- and low-performing collaborative groups. 66 students from a Finnish higher education institution participated in a collaborative task in groups of three. Approximately 34 h of video data were coded. The sequential analysis revealed that both groups…
Descriptors: Cooperative Learning, High Achievement, Low Achievement, Foreign Countries
Zachary J. Schroeder; Sara D. Hodges – Social Psychology of Education: An International Journal, 2025
In three studies, college student participants read a description of ambiguous (i.e., neither explicitly positive nor explicitly negative) academic feedback from a faculty member. Evaluations of the ambiguous feedback were compared across participants' gender identities and levels of social and intellectual belonging in their academic majors and…
Descriptors: College Students, Feedback (Response), Ambiguity (Semantics), College Faculty
Shao-Chen Chang; Charoenchai Wongwatkit – Education and Information Technologies, 2024
As computational thinking becomes increasingly essential, the challenge of designing effective teaching approaches to foster students' abilities in this area persists, especially for higher order thinking skills. This study addresses this challenge by proposing and implementing a peer assessment-based Scrum project (PA-SP) learning approach in…
Descriptors: Peer Evaluation, Computer Science Education, Programming, Mental Computation