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Showing 1 to 15 of 63 results Save | Export
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Rodriguez, Manuel – ProQuest LLC, 2018
College algebra students face one of the highest failure rates in the U.S. The purpose of this research project was to investigate the impact graphic calculators had on college students' final grade after completing a required college algebra course. Using constructivism as a theory and a quantitative, quasi-experimental approach, the researcher…
Descriptors: College Mathematics, Algebra, Mathematics Instruction, Educational Technology
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Heindl, Manuela; Nader, Michael – Journal of Computers in Mathematics and Science Teaching, 2018
The motivation to engage in a task is directly related to its perceived value according to Deci & Ryan (1985). Increasing motivation can lead to a higher enhanced learning achievement for the student. The question is if using digital technologies in inquiry-based learning lessons influences the learners' situationally perceived value of the…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Student Surveys
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Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
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Ozonur, Mesut; Yanpar-Yelken, Tugba; Sancar-Tokmak, Hatice – Australasian Journal of Educational Technology, 2018
This study aims to compare the social presence and motivation of students taking a database II course using either the virtual world Second Life (SL) or the Enocta learning management system (LMS)/Adobe Connect. The study group consisted of 60 undergraduate sophomore students enrolled in a fully online computer programming program. Students were…
Descriptors: Online Courses, Programming, Experimental Groups, Control Groups
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Prima, EkaCahya; Putri, Aldia Ridwani; Rustaman, Nuryani – Journal of Science Learning, 2018
This research investigated the implementation of PhET simulation on students' understanding and motivation in learning the Solar system. The method used in this research was quasi-experimental with matching pretest-posttest group design. The research conducted in one of private Junior High School located at Padalarang, Indonesia with a number of…
Descriptors: Foreign Countries, Junior High School Students, Private Schools, Computer Simulation
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Chen, S. N.; Luh, D. B. – International Journal of Technology and Design Education, 2018
Freehand sketching is one of the most important and commonly used methods of generating and sharing budding ideas during the conceptual development portion of the preliminary phase of design. To develop one's skills, prolonged practice, acquiring instant feedback and suggestions while practicing are invaluable. The two key and indispensable parts…
Descriptors: Drafting, Freehand Drawing, Concept Formation, Design
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Klubal, Libor; Kostolanyova, Katerina; Gybas, Vojtech – International Association for Development of the Information Society, 2017
The paper is aimed at the possibilities of the implementation of individualized instruction in a regular classroom using a tablet and the iTunesU tool. It compares the course of collective frontal instruction and individualized instruction. The results show that the tools make instruction more effective and help increase the students' motivation.…
Descriptors: Individualized Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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Pihlap, Sirje – International Journal for Technology in Mathematics Education, 2017
Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…
Descriptors: Educational Technology, Computer Uses in Education, Mathematics Instruction, Grade 9
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Alsancak Sirakaya, Didem; Ozdemir, Selçuk – Malaysian Online Journal of Educational Technology, 2018
This study examined the effect of a flipped classroom model on students' academic achievement, self-directed learning readiness and motivation. The participants of this study were a total of 66 students who took the "Scientific Research Methods" course and were studying in two different classes in the Faculty of Education at Ahi Evran…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Homework
Garcia Joven, Jose Elias – ProQuest LLC, 2018
The increasing numbers of ELL and bilingual students in high schools, their high dropout rate, their low performance on standardized tests, and their low representation in STEM and gifted programs make urgent the need to focus on productive and effective instructional techniques to teach math to ELL/bilingual students in ways that motivate them to…
Descriptors: English Language Learners, Bilingual Students, At Risk Students, Technology Uses in Education
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Sharifi, Maryam; Soleimani, Hassan; Jafarigohar, Manoochehr – British Journal of Educational Technology, 2017
Current trends in the field of educational technology indicate a shift in pedagogical assumptions and theoretical frameworks that favor active involvement of self-directed learners in a constructivist environment. This study probes the influence of electronic portfolio evaluation on vocabulary learning of Iranian university students and the…
Descriptors: Portfolio Assessment, Electronic Publishing, Vocabulary Development, Andragogy
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Cagande, Jeffrey Lloyd L.; Jugar, Richard R. – Issues in Educational Research, 2018
Reversing the traditional classroom activities, in the flipped classroom model students view lectures at home and perform activities during class period inside the classroom. This study investigated the effect of a flipped classroom implementation on college physics students' motivation and understanding of kinematics graphs. A Solomon four-group…
Descriptors: Science Instruction, College Science, Educational Technology, Technology Uses in Education
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