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Zilka, Gila Cohen; Cohen, Revital; Rahimi, Ilan Daniels – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The purpose of the study was to examine the relationship between teacher presence and social presence on one hand, and feelings of challenge and threat, self-efficacy, and motivation among students studying in virtual and blended courses on the other. Background: Physical separation between teacher and learners may lead to…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, Teacher Student Relationship
Gamifying Education: Motivation and the Implementation of Digital Badges for Use in Higher Education
Delello, Julie A.; Hawley, Harmonie; McWhorter, Rochell R.; Gipson, Christine S.; Deal, Belinda – International Journal of Web-Based Learning and Teaching Technologies, 2018
This article describes how gamification in education through the use of digital badges has emerged as a means to motivate and reward student learning. This exploratory, multi-case study looked at the motivations and perceptions of 90 higher education students across four disciplines, regarding the use of digital badges as an incentive for either a…
Descriptors: Recognition (Achievement), Educational Technology, Technology Uses in Education, College Students
Zeichner, Orit – Journal of Educational Technology, 2018
This paper deals with the field of "feedback intervention" in a distance learning environment. The study examines the influences of two types of feedback: cognitive content-oriented feedback designed to meet the student's cognitive needs relating to the curriculum, and non-cognitive feedback that refers to motivational-affective aspects…
Descriptors: Feedback (Response), Academic Achievement, Distance Education, Student Motivation
Hart, Jennifer – ProQuest LLC, 2018
There is a lack of empirical research on the motivational regulation and reactions of higher education students enrolled in blended courses. Studies that target this focus with nontraditional adult learners enrolled in the community college are even more difficult to locate. In this mixed-methods exploratory case study, I explored in what ways…
Descriptors: Nontraditional Students, Two Year College Students, Student Motivation, Blended Learning
Laxman, Kumar; Holt, Craig – International Journal on E-Learning, 2017
The purpose of this exploratory case study was to investigate the utilisation of Bring Your Own Device (BYOD) technologies in the classroom to determine if students and teachers perceive that the use of a digital device increased a learner's access to learning opportunities within the classroom, and, if the use of digital devices increased their…
Descriptors: Educational Technology, Technology Uses in Education, Ownership, Teaching Methods
Chou, Chientzu Candace; He, Shi-Jen – Journal of Educational Computing Research, 2017
Digital badges have been increasingly used to encourage users to achieve specific goals in learning. Recent studies have shown that badges can be effective to incentivize learners to complete specific tasks or increase learning participation in online learning environments. This study utilized a mixed research method to examine the impact of a…
Descriptors: Recognition (Achievement), Incentives, Educational Technology, Mixed Methods Research
Bikorimana, Emmanuel; Rutayisire, Joachim; Omar, Mwana Said; Sun, Yi – International Association for Development of the Information Society, 2017
Kinyarwanda, the national official language used by the population of Rwanda, was greatly affected by the tragic history that faced the country. The 13th annual national dialogue held at Kigali from 21st to 22nd December 2015, recommended the government of Rwanda, to put in place all measures to enhance and maintain the above mentioned language.…
Descriptors: Foreign Countries, History, Language Maintenance, Cultural Influences
Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania – Education Sciences, 2018
During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…
Descriptors: Foreign Countries, Secondary School Students, Educational Games, Thinking Skills
Howard, Nicol R.; Howard, Keith E. – International Journal of Educational Technology, 2017
In this two-year study, researchers examined the impact of using tablet technologies across content areas in an urban high school setting. Class observations provided notable examples of how student motivation and learning appeared to be enhanced by use of the iPads in conjunction with opportunities to collaborate and be creative in the context of…
Descriptors: High School Students, Student Motivation, Urban Schools, Handheld Devices
Szymanski, Antonia; Benus, Matthew – International Journal of Game-Based Learning, 2015
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
Descriptors: Self Determination, Educational Technology, Technology Uses in Education, Video Games
Muir, Tracey – Mathematics Education Research Group of Australasia, 2016
Teachers of senior secondary mathematics are required to contend with a number of challenges including covering the prescribed curriculum, differentiating the content for a range of learners, and preparing students for externally imposed assessment tasks. The flipped classroom is gaining in popularity as an approach that can be used to address…
Descriptors: Mathematics Instruction, Teaching Methods, Technology Uses in Education, Educational Technology
Moran, Clarice M. – Middle Grades Review, 2018
This mixed methods study aimed to assess student engagement during the flipped model of instruction in two seventh-grade English language arts (ELA) classrooms. Implementation of the flipped model required students (n = 183) and teachers (n = 2) to use digital technology via a website and teacher-made videos. It compared student perceptions during…
Descriptors: Educational Technology, Technology Uses in Education, Grade 7, Homework
Sezer, Baris – Journal of Educational Computing Research, 2017
This study examined the effect on the learning and motivation of students of a flipped classroom environment enriched with technology. A mixed research design using a pretest or posttest experimental model, combined with qualitative data, was conducted in a public middle school in Turkey for 2 weeks (three class hours) within a science course.…
Descriptors: Foreign Countries, Science Instruction, Technology Uses in Education, Educational Technology
Leow, Fui-Theng; Neo, Mai; Hew, Soon Hin – Electronic Journal of e-Learning, 2016
The 21st century marks the beginning of digital age with the extensive use of digital media, mobile devices, and Internet resources. Recent studies found that this digital era has expanded the landscape of student experiences, and educational technologies as well as increased the educator's awareness on embracing technologies to promote effective…
Descriptors: Educational Technology, Technology Uses in Education, Constructivism (Learning), Cognitive Processes
Foster, Aroutis; Shah, Mamta – Journal of Research on Technology in Education, 2015
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
Descriptors: Web 2.0 Technologies, Educational Games, Educational Technology, Computer Assisted Instruction