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Kenzhegul Shalgimbekova; Tatyana Smagliy; Rosa Kalimzhanova; Zhansaya Suleimenova – Cogent Education, 2024
The research aims to investigate the influence of integrating innovative teaching technologies on the effectiveness of the educational process and student motivation. This article employed a quantitative research design utilizing a questionnaire. The total number of participants in the study was 150 students. Participants were divided into…
Descriptors: Educational Technology, Educational Innovation, Student Motivation, Learning Processes
Ngozi, Okafor – Science Education International, 2022
The low Cumulative Grade Point Average of most chemistry undergraduates results in their low achievement and motivation which poses a threat to the production of future chemistry teachers. The diversity of this problem has resulted in several suggestions concerning the application of Google Meet strategy to determine its efficacy in ameliorating…
Descriptors: Online Courses, Undergraduate Students, Science Instruction, Chemistry
Ka Yan Fung; Kwong Chiu Fung; Tze Leung Rick Lui; Kuen Fung Sin; Lik Hang Lee; Huamin Qu; Shenghui Song – Smart Learning Environments, 2025
In recent years, there has been a growing interest in using robots within educational environments due to their potential to augment student engagement and motivation. However, current research has not adequately addressed the effectiveness of these robots in facilitating inclusive learning for diverse student populations, particularly those with…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Interaction
Meina Zhu – Open Learning, 2024
Self-directed learning (SDL) is necessary for successful learning in MOOCs. Motivation is one of the critical elements of SDL. This mixed-method study examined the design and delivery of MOOCs to motivate learners for SDL. The data collection methods included semi-structured interviews with 22 MOOC instructors, a document review of 22 MOOCs, and…
Descriptors: MOOCs, Distance Education, Student Motivation, Learner Engagement
Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Mohd Kamal Othman; Sim Kah Ching – Education and Information Technologies, 2024
This study investigates the impact of gamified learning, specifically through computerised and paper-based board games, compared to conventional teaching methods on science education for 10-year-old students. We conducted an experimental design with 574 Malaysian Type Chinese Primary School participants, using pre-and post-tests, questionnaires,…
Descriptors: Gamification, Science Education, Learner Engagement, Student Motivation
Henrietta Carbonel; Angelo Belardi; Jen Ross; Jean-Michel Jullien – Online Learning, 2025
The shift to distance education during the COVID-19 pandemic highlighted the potential and preference of online learners for remote assessment. Yet, concerns about academic integrity, especially with tools like ChatGPT, prompted a reevaluation of remote evaluation methods. Universities responded by returning to on-campus exams or relying on…
Descriptors: Distance Education, Computer Assisted Testing, Student Motivation, Integrity
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Smith, Erika K.; Kaya, Ece – IAFOR Journal of Education, 2021
The impacts of COVID-19 have been widespread, and the education sector has not been immune to its effects. In March 2020 Australian universities were forced into a shutdown, which prompted an unanticipated, sudden shift in education, from on-campus and face-to-face to an off-campus and online mode of teaching and learning. This paper describes the…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
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
Kuo, Yu-Chen; Chang, Yen-Cheng – Education and Information Technologies, 2023
In recent years, flipped classroom has become a popular teaching method. Compared with the traditional teaching method, the flipped classroom gives learners and teachers more opportunities to discuss. However, the flipped classroom has also encountered some difficulties. If we do not consider the different learning conditions of each learner when…
Descriptors: Flipped Classroom, Barriers, Multimedia Instruction, Educational Technology
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
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
Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification