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Showing 1 to 15 of 59 results Save | Export
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Bahar Memarian; Medha Dalal; Olushola V. Emiola-Owolabi; Kenneth J. Reid; Tina M. Griesinger; Adam R. Carberry – Journal of Online Learning Research, 2025
The start of the COVID-19 pandemic with its unique constraints led teachers of all disciplines, across all levels, to employ diverse strategies in their quick transition to online learning. Emerging literature has suggested readiness and resources for the transition to remote learning along with intrinsic and extrinsic factors such as student…
Descriptors: COVID-19, Pandemics, Engineering Education, Secondary School Teachers
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Yuk Ming Tang; Ka Yin Chau; Yui-yip Lau; G. T. S. Ho – Asia Pacific Journal of Education, 2025
Mathematics is one of the core subjects in engineering education and forms the foundation of all disciplines in engineering. In Hong Kong, a significant number of students are admitted to engineering programmes without sufficient mathematical background. Engineering mathematics is essential for teaching and learning many fundamental and advanced…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Engineering Education
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Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
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Luis Alberto Laurens-Arredondo – Education and Information Technologies, 2024
The use of technologies in the classroom has become one of the main allies for university teachers in pedagogical innovation, especially during, and after the pandemic. Therefore, the main objective of this article is to investigate how different types of innovative technologies are most effective in increasing motivation among university…
Descriptors: Educational Technology, Student Motivation, Technology Uses in Education, College Students
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Aitor Ruiz de la Torre Acha; Rosa María Rio Belver; Javier Fernandez Aguirrebeña; Christophe Merlo – Education & Training, 2024
Purpose: This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences. Design/methodology/approach: Utilizing a quantitative…
Descriptors: Computer Simulation, Information Technology, Engineering Education, Learning Processes
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Özgül, Emre; Ocak, Mehmet Akif – Journal of Educational Technology and Online Learning, 2023
The Internet of Things (IoT) is one of those technologies with a wide range of applications, from planes to cars, from factories to homes. As IoT technology is an interdisciplinary field, it is generally one of the most difficult subjects to learn. Therefore, there is a need to use and develop new teaching methods to facilitate the teaching of IoT…
Descriptors: Internet, Technology Education, Distance Education, Asynchronous Communication
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Virginia Hernanz; Cecilia Latorre-Cosculluela; Cristina Suárez; Elena Lanchares-Sancho – Education and Information Technologies, 2024
Considering the innovative learning approach of incorporating gamification educational dynamics, this study focused on analyzing differences in the effects of using Quizizz depending on the degree of practical focus that different university degrees have. By applying game elements in non-game contexts, gamification has been recognized as a…
Descriptors: College Students, Handheld Devices, Self Efficacy, Student Motivation
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Anuradha Peramunugamage; Uditha W. Ratnayake; Shironica P. Karunanayaka; Chulantha L. Jayawardena – Asian Association of Open Universities Journal, 2024
Purpose: This article explores the impact of systematically designed online collaborative activities in two engineering undergraduate modules and key considerations for student interaction in Moodle. Design/methodology/approach: The educational design research approach was chosen to improve educational practices through iterative needs analysis,…
Descriptors: Educational Technology, Cooperation, Learning Activities, Electronic Learning
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Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
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Mehra, Anurag; Kant, Pramath – International Society for Technology, Education, and Science, 2022
Massive Open Online Courses (MOOCs) have become a prominent alternative source of learning for engineering and science students. This rising proclivity for MOOCs among students is based on multiple factors. Several studies have focused on factors that affect MOOCs usage, and most of them have used the Motivation theory. These studies have…
Descriptors: Foreign Countries, MOOCs, Educational Technology, Student Attitudes
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Aránsazu García-Pinar – TESL-EJ, 2024
Education has undergone a fundamental change driven by technological advances, significantly altering the way teaching and learning is conceptualized in the classroom. Currently the variety of learning and teaching platforms is extensive and in general, these have been very well received by language teachers. The use of these platforms is often…
Descriptors: Engineering Education, Undergraduate Students, Undergraduate Study, Student Attitudes
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Mahande, Ridwan Daud; Malago, Jasruddin Daud; Abdal, Nurul Mukhlisah; Yasdin, Yasdin – Quality Assurance in Education: An International Perspective, 2022
Purpose: This paper aims to identify and discuss factors affecting students' performance in web-based learning (WBL) during the COVID-19 pandemic. Design/methodology/approach: This study uses a quantitative method to analyze data collected using an online structured questionnaire. Responses were gathered from undergraduate students (n = 270)…
Descriptors: COVID-19, Pandemics, Web Based Instruction, Educational Technology
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Davy Tsz Kit Ng – Interactive Learning Environments, 2023
There is a strong need for educators to change the way they conduct aviation education to bring up future professionals in the industry. To cope with the COVID-19 challenge, creative online distance learning approaches become necessary. This article shows how an online lab approach offers social and cognitive support for engineering students to…
Descriptors: Laboratories, Electronic Learning, Aviation Education, Engineering Education
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Özdemir, Ibrahim Halil; Sarsar, Firat; Andiç-Çakir, Özge – Open Journal for Educational Research, 2021
The usage of videos in undergraduate students' engineering education has gained importance in recent years. Videos, which are used as a supportive tool in traditional engineering education, have become a source of information in online learning environments. The aim of this study is to examine the effects of educational videos on engineering…
Descriptors: Undergraduate Students, Engineering Education, Technology Uses in Education, Video Technology
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Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
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