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Xufeng Huang – Educational Studies, 2025
This study aims to investigate the effectiveness of hybrid teaching in Science-Technology-Engineering-Arts-Mathematics (STEAM) courses from an educational research perspective. The study begins by analyzing the advantages of STEAM education over traditional approaches. Based on this analysis and utilizing the…
Descriptors: Art Education, STEM Education, Blended Learning, In Person 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
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
Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Yue Liu; Yuxuan Lu; Shixiu Ren; Danhui Zhang – Research in Science Education, 2024
Web-based inquiry learning provides opportunities for students to take responsibility to regulate their learning. However, due to a lack of science inquiry-specific self-regulated learning (SRL) frameworks, there is insufficient understanding of SRL processes in inquiry-based science learning. This study aims to explore students' SRL patterns by…
Descriptors: Metacognition, Learning Strategies, Science Instruction, Scientific Research
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Yuting Zheng; Yuanlan Jiang; Jian-E- Peng – SAGE Open, 2025
English Language MOOCs (LMOOCs) employ multimodal resources to enhance second language learners' engagement and motivation. This study examined the multimodal instructional discourse in English LMOOCs in a Chinese MOOC platform, focusing on the rhetorical relations between the linguistic mode, termed verbiage, and two non-linguistic modes, namely…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
Iara Maria Segarra – ProQuest LLC, 2024
Second language learning success relies on instructional methodologies that foster guidance, engagement, motivation, creativity, and active learning in an inclusive environment. As language educators, it is important to establish instructional modes to entice positive behavior and stimulate the senses. The problem to be addressed by the study is…
Descriptors: Neurolinguistics, English (Second Language), Second Language Learning, Second Language Instruction
Yan Lin; Hongjian Liao; Suxian Weng; Wanqi Dong – Education and Information Technologies, 2024
Children's preschool years are crucial for the development of computational thinking (CT) skills. However, debate continues regarding whether CT should be developed through plugged-in or unplugged activities. This study investigated the similarities and differences between plugged-in and unplugged activities with similar learning content and…
Descriptors: Learning Activities, Computer Science Education, Teaching Methods, Thinking Skills
Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
Ana Manzano-Leo´n; Jose´ M. Rodri´guez-Ferrer; Jose´ M. Aguilar-Parra – Journal of Chemical Education, 2023
This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest--post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially…
Descriptors: Game Based Learning, High School Students, Comparative Analysis, Learning Motivation
Farzaneh Kazemi; Farnaz Heyran Kahnamuei – Technology in Language Teaching & Learning, 2025
Considering the growing prevalence of the implementation of technology in the field of language education, the widely used approach called "blended Learning", defined as a mixture of face-to-face education with computer-assisted instruction is reported to be beneficial in several aspects such as improved performance, a high-quality…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction
McAlpin, Jacob D.; Kulatunga, Ushiri; Lewis, Jennifer E. – Chemistry Education Research and Practice, 2023
Motivation helps drive students to success in general chemistry, and active learning environments with social interactions has consistently shown to improve motivation. However, analyzing student outcomes in an interactive environment is best done by considering students not as isolated units but as working together and influencing each other.…
Descriptors: Peer Teaching, Science Instruction, Learning Motivation, Student Attitudes

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