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Cloneria Nyambali Jatileni; Sari Havu-Nuutinen; Susanna Pöntinen – South African Journal of Education, 2024
The bring-your-own-device policy (BYOD) in schools has recently attracted considerable research interest. BYOD allows students to learn subjects like mathematics using personal mobile devices. Accordingly, BYOD can increase students' desire to learn mathematics in school. In the study we report on here, we assessed 9th grade students' (n = 500)…
Descriptors: Foreign Countries, Educational Technology, Ownership, Mathematics Instruction
Jingyuan Chen; Zongjian Fu; Hongfeng Liu; Jinku Wang – International Journal of Web-Based Learning and Teaching Technologies, 2024
With its immersive, interactive, and creative capabilities, virtual reality (VR) has been widely used in educational settings to provide students with challenging real-world experiences. As a result, interest in its effectiveness has grown. The goal of this meta-analysis is to examine how VR technology affects students' motivation to study. A…
Descriptors: Computer Simulation, Educational Technology, Learner Engagement, Instructional Effectiveness
Devisakti, A.; Muftahu, Muhammad – Interactive Technology and Smart Education, 2023
Purpose: The explosion of technology has revolutionized the teaching and learning process in higher education. Students are using the digital technology to aid their learning process. In this sense, digital divide exists among students in higher education as they come from different socioeconomic backgrounds. Thus, this study aims to examine the…
Descriptors: Electronic Learning, Educational Technology, Access to Computers, Disadvantaged
Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
Shen Yan; Liow Guat Eng; Lim Chui Seong – SAGE Open, 2024
Learning motivation is essential to online learning success. This study recognizes two aspects of learners' motivation for E-learning and proposed technology acceptance model as cognitive process and stimulus-organism-response as affective process to explain the undergraduates' continuous intention to use E-learning system based on…
Descriptors: Influences, Intention, Electronic Learning, Educational Technology
Romero-Rodríguez, José-María; Ramírez-Montoya, María-Soledad; Buenestado-Fernández, Mariana; Lara-Lara, Fernando – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and AI-based chatbots, such as ChatGPT, are transforming the approach to education. In particular, ChatGPT's potential to process large amounts of data and learn from user interactions makes it a beneficial resource for students, albeit with some reluctance from some teachers. This study aimed to explore the acceptance…
Descriptors: Artificial Intelligence, College Students, Student Attitudes, Gender Differences
Franziska Wehrhahn; Robert Gaschler; Fang Zhao – Psychology Learning and Teaching, 2024
Online-only course design has to balance students' needs to experience (1) competence and (2) autonomy as it may affect their motivation. Lecture units can provide structured guidance by being made accessible in a fixed order, or support students' autonomy by providing free access to all lecture units. Online-only courses with lecture units…
Descriptors: Guidance, Asynchronous Communication, Online Courses, Student Attitudes
Ghosh, Ratan; Khatun, Asia; Khanam, Zobaida – Quality Assurance in Education: An International Perspective, 2023
Purpose: The closure of educational institutions in the COVID-19 pandemic has changed the global teaching and learning landscape. Face-to-face classroom activity has been shifted to online classroom activity. This study aims to investigate the effect of social media-based education on students' academic performance during the pandemic.…
Descriptors: COVID-19, Pandemics, School Closing, Social Media
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
Freeland, Jessica – ProQuest LLC, 2022
Elementary teachers around the world were recently faced with transitioning to hybrid or virtual teaching due to the COVID-19 pandemic. This was a situation that teachers had never been in before and one in which they had not been trained. Due to the availability of educational technology, teachers were able to adopt new programs, often having to…
Descriptors: Elementary School Teachers, Educational Technology, Technology Uses in Education, COVID-19
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Hsu, Liwei – Computer Assisted Language Learning, 2023
The Language Massive Open Online Courses (LMOOCs) is a new platform of computer assisted language learning (CALL); since most LMOOCs witness high dropout rates, empirical evidence on English as a Foreign Language (EFL) learners' motivation to accept and utilize LMOOCs for English language learning is warranted. This study recruited 237 Taiwanese…
Descriptors: English (Second Language), Second Language Learning, Self Determination, MOOCs
Ciara Molloy; Rachel Farrell – Computers in the Schools, 2024
This is a small-scale qualitative participatory research study conducted in two large primary schools in Ireland with classes for autistic students. The paper reports how a menu of immersive technology learning experiences was thoughtfully designed and employed with autistic children who were communicating through their behavior an aversion to the…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
Hopkins, Ashely – ProQuest LLC, 2022
Research was limited when it came to identifying the perceptions of high school teachers regarding virtual schooling, chronic absenteeism, and class participation especially in rural areas. With the rise in wide-scale implementation of virtual school options as a result of the COVID-19 pandemic, educational leaders and policy makers implemented…
Descriptors: High School Teachers, Teacher Attitudes, Educational Technology, Technology Uses in Education