Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 12 |
Descriptor
Correlation | 13 |
Learning Motivation | 13 |
Program Effectiveness | 13 |
Foreign Countries | 8 |
Student Motivation | 7 |
Instructional Effectiveness | 5 |
Teaching Methods | 5 |
Educational Games | 4 |
Student Attitudes | 4 |
Academic Achievement | 3 |
College Students | 3 |
More ▼ |
Source
Author
Boo, Hong Kwen | 1 |
Buckley, Patrick | 1 |
Chen, Ming-Puu | 1 |
Cheng, Kin Fai | 1 |
Doyle, Elaine | 1 |
Fagerström, Andreas | 1 |
Gilbert, Melissa C. | 1 |
Goodwyn, Latasha F. | 1 |
Hao, Kuang-Chung | 1 |
Ho, Esther Sui-Chu | 1 |
Ho, Fui Fong | 1 |
More ▼ |
Publication Type
Journal Articles | 13 |
Reports - Research | 10 |
Reports - Evaluative | 2 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 4 |
Secondary Education | 3 |
Elementary Education | 2 |
Elementary Secondary Education | 2 |
Middle Schools | 2 |
Adult Basic Education | 1 |
Adult Education | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
Program for International… | 1 |
Stanford Achievement Tests | 1 |
What Works Clearinghouse Rating
Tran Ba Loc; Nguyen Thi Thanh Ngan; Le Duy Linh; Nguyen Trong Luan – SAGE Open, 2025
On-the-job training (OJT) programs at private universities play an essential role in providing students with real-world experiences, equipping them with the skills and knowledge needed for future career. Researching the factors that affect the effectiveness of OJT is extremely necessary to complete and improve the quality of this training program.…
Descriptors: On the Job Training, Private Colleges, College Students, Program Effectiveness
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
Goodwyn, Latasha F. – COABE Journal: The Resource for Adult Education, 2019
This study examined African American students' persistence rates in an adult basic education and literacy (AEL) program by juxtaposing teacher disposition that predicts student retention in an AEL program with an AEL Integrated Education and Training program (IET) as a predictor of student success. The Teacher Attribute Survey was administered to…
Descriptors: African American Students, Adult Students, Adult Basic Education, Adult Literacy
Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
Huang, Wen-Hao; Huang, Wen-Yeh; Tschopp, Jill – Computers & Education, 2010
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.…
Descriptors: Undergraduate Students, Learning Motivation, Program Effectiveness, Instructional Materials
McNaught, Carmel; Lam, Paul; Cheng, Kin Fai – Educational Technology Research and Development, 2012
This article reports a study of eLearning in 21 courses in Hong Kong universities that had a blended design of face-to-face classes combined with online learning. The main focus of the study was to examine possible relationships between features of online learning designs and student learning outcomes. Data-collection strategies included expert…
Descriptors: Foreign Countries, Electronic Learning, Blended Learning, Internet
Swinton, Omari H. – Economics of Education Review, 2010
In the fall of 2004, Benedict College--a Historically Black College in Columbia, SC--began enforcing a new grading policy called Success Equals Effort (SE[squared]). Under this policy, students taking freshman and sophomore level courses were assigned grades that explicitly rewarded not only content learning ("knowledge" grade) but also…
Descriptors: Grades (Scholastic), Black Colleges, Grading, Least Squares Statistics
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Woolley, Michael E.; Strutchens, Marilyn E.; Gilbert, Melissa C.; Martin, W. Gary – Negro Educational Review, 2010
Student self-report data from 933 Black middle school students and standardized mathematics test scores (SAT-10) were used to examine the relationship among student perceptions of teacher expectations and reform instructional practices, aspects of student motivation, and three student mathematics performance outcomes--time spent studying, expected…
Descriptors: Middle School Students, Structural Equation Models, Mathematics Tests, Student Motivation
Stanistreet, Paul – Adults Learning, 2008
A project known as SHAID, the Single Homeless Action Initiative, was founded in response to youth homelessness, a problem that had been growing since the 1980s, in a deprived area of County Durham. SHAID provides young people with advice, support, information, and life skills training on subjects such as home safety, budgeting, personal and food…
Descriptors: Youth Programs, Homeless People, Disadvantaged Youth, Program Effectiveness
Ho, Fui Fong; Boo, Hong Kwen – Asia-Pacific Forum on Science Learning and Teaching, 2007
This paper reports on the results of an action research to explore the effectiveness of using cooperative learning strategies on students' academic achievement, their understanding of physics concepts and their motivation to learn in the physics classroom. The study involved a secondary four express physics class of 41 students in a neighbourhood…
Descriptors: Student Attitudes, Action Research, Academic Achievement, Learning Strategies
Ho, Esther Sui-Chu – Education Journal, 2004
Education aims to enable students not only to acquire knowledge but also to become capable and enthusiastic lifelong learners. Prior research has found that learning is more likely to be effective where a student plays a proactive role in the learning process. Such a proactive process, including learning on students' own initiative and strategies,…
Descriptors: Academic Achievement, Learning Strategies, Lifelong Learning, Learning Motivation