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Wang, Tianyi; Fisher, Linda – International Journal of Multilingualism, 2023
While interest in multilingualism is growing, in the field of motivation little research has examined the role played by learners' multilingual selves in constructing their motivation to learn a foreign language other than English (LOTE). Based on a dynamic model of the L2 Motivational Self System, this study explores how Chinese undergraduates'…
Descriptors: Foreign Countries, Undergraduate Students, Learning Motivation, Multilingualism
Ioannis Vassiloudis; Vaia Chalda – Pedagogical Research, 2024
This study reports the results obtained from the implementation of an educational program for primary education in relation to the development or enhancement of students' learning motivation. The publication of a school journal by 24 6th grade students at a public primary school in Greece and their teacher was the main project of the project. The…
Descriptors: Foreign Countries, Elementary Education, Learning Motivation, Student Motivation
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Yusuf Akyildiz – Journal of Educational Technology and Online Learning, 2025
Virtual reality (VR) presents an innovative and powerful approach to foreign language teaching, offering immersive and interactive environments that support vocabulary acquisition in engaging and meaningful ways. This study investigates the potential of VR using the self-developed application GermanVR, specifically designed to enhance vocabulary…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Instruction
Rindria Rachma Dewi; W. Wisanti; Y. Yuliani – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The development of the 21st century in the Industrial Revolution 4.0 demands quality human resources with communication, collaboration, critical thinking, and creativity skills in supporting the implementation of the Merdeka Curriculum. This study aimed to analyze the effectiveness of e-module discovery learning integrated with Surabaya…
Descriptors: Foreign Countries, Program Effectiveness, Educational Technology, Learning Modules
Hong-Thu Thi Nguyen – Journal of Learning for Development, 2024
This study investigates students' evaluations of the effects of using a website builder-based project (WBP) on learning English for Specific Purposes (Legal English), specifically in relation to reflection, collaboration and skills development. The study also examines how WBP affects student learning motivation and academic achievement, as well as…
Descriptors: Program Effectiveness, Web Sites, English for Special Purposes, English (Second Language)
Tran Ba Loc; Nguyen Thi Thanh Ngan; Le Duy Linh; Nguyen Trong Luan – SAGE Open, 2025
On-the-job training (OJT) programs at private universities play an essential role in providing students with real-world experiences, equipping them with the skills and knowledge needed for future career. Researching the factors that affect the effectiveness of OJT is extremely necessary to complete and improve the quality of this training program.…
Descriptors: On the Job Training, Private Colleges, College Students, Program Effectiveness
Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
Aliabd Kadhum – Journal on English Language Teaching, 2024
This study explores the impact of mobile learning applications on the vocabulary acquisition, motivation, and engagement of Iraqi ESP medical students. This study was conducted with 60 students from Meisan University, who were randomly divided into an experimental group using the Quizlet mobile application and a control group following traditional…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
Lin, Fang-Li; Lin, Horng-Horng; Chang, Shing-Lin – IEEE Transactions on Education, 2023
There were few papers for interdisciplinary integration of Scratch programming, English learning, and local cultures as far as the digital animated E-book creation of elementary schools was concerned. This article proposes an interdisciplinary innovative teaching mode, with college students as teachers, Scratch programming and English learning as…
Descriptors: Programming, English (Second Language), Second Language Instruction, Interdisciplinary Approach
Lage-Gómez, Carlos; Ros, Germán – Gifted Education International, 2023
The study analyses the relationship between transdisciplinary integration, creativity and student motivation in three STEAM projects. It has been carried out over 3 years in a programme for gifted students. 152 students (11-12 years old), five teachers and four external professionals participated. The projects included a variety of scientific,…
Descriptors: Elementary School Students, Gifted, Gifted Education, STEM Education
Qi An – Education and Information Technologies, 2024
This study aims to explore the impact of a digital learning program on the motivation and well-being of students in the art industry in China. The use of competitive digital tools as a means of self-expression contributes to effective academic performance and employment. The study covered 82 first-year students from the [The Guangzhou Academy of…
Descriptors: Program Effectiveness, Technology Uses in Education, Educational Technology, Information Technology
Chen, Mei-Rong Alice; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
English speaking is a challenging learning objective for EFL (English as Foreign Language) learners owing to the lack of practicing environments. In this study, Interactive Spherical Video-based Virtual Reality (ISVVR) was adopted as the learning mode to provide realistic sociocultural contexts for English speaking. In addition, an experiment was…
Descriptors: English (Second Language), Educational Technology, Computer Simulation, Program Effectiveness
Cantez, Koray; Atar, Cihat – Eurasian Journal of Applied Linguistics, 2021
The purpose of this study is to investigate the views of the participants of European Union Erasmus+ Youth Exchange project regarding its effect on foreign language motivation and speaking fluency development. Foreign language motivation and speaking are two significant aspects of learning English as a foreign language. There are some studies on…
Descriptors: Foreign Countries, International Programs, International Educational Exchange, Second Language Learning