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Chau Thuc Quyen; Huu Chanh Nguyen – Dinamika Ilmu, 2025
This study examines Vietnamese non-English major students' perceptions of Blooket, a game-based learning tool for English language education. Using a mixed-methods approach based on Asniza et al.'s (2021) framework, researchers collected survey data and conducted interviews to assess factors affecting student engagement. Quantitative results…
Descriptors: Foreign Countries, Nonmajors, English (Second Language), Second Language Learning
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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Caroline Victorine Katemba – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2025
This study investigates the effectiveness of individual versus group annotation procedures in improving reading comprehension among students learning English as a foreign language. The study aims to examine the effects of two annotation procedures, individual and group annotations, on students' reading comprehension and analyze their reactions to…
Descriptors: Reading Comprehension, Documentation, Cooperative Learning, Independent Study
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I Gede Budi Mahendra; Billy Killis – Journal of Learning for Development, 2025
Open and distance learning (ODL) often faces challenges in student motivation and engagement. This study aimed at examining the effectiveness of a virtual laboratory-assisted microlearning platform in enhancing student motivation and engagement. Using a quasi-experimental methodology, 52 students from higher education institutions in Indonesia…
Descriptors: Student Motivation, Learner Engagement, Success, Electronic Learning
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Mindo Laura Victoria Tampubolon; Herbert Sipahutar – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
In the 21st century, students must have high knowledge and thinking skills which can be achieved through learning activities. This study aimed to develop a Project-Based Module (PBM) on the topic of determination, differentiation, and organogenesis that is feasible and effective in improving students' cognitive learning outcomes (CLO), critical…
Descriptors: Foreign Countries, Undergraduate Students, Science Instruction, Biology
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Li Ruijuan; Sarit Srikhao; Nirat Jantharajit – Journal of Education and Educational Development, 2024
This study examines the potential of combining Collaborative Learning (CL) and Active Learning (AL) to enhance vocational students' academic performance and self-motivation. CL fosters teamwork, social interaction, and shared responsibility, cultivating communication, critical thinking, and problem-solving skills essential for modern workplaces.…
Descriptors: Vocational Education, Cooperative Learning, Active Learning, Student Motivation
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
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Sulhu Diah Rafidia Sahmat; Atmini Dhoruri – International Society for Technology, Education, and Science, 2024
The application of learning models is one of the things that must be considered in the learning process in the classroom. This study aims to determine the effect of the cooperative learning model type STAD (Student Teams Achievement Division) on motivation to learn Mathematics in class VIII students of SMP 2 Mlati Yogyakarta. The research design…
Descriptors: Junior High School Students, Cooperative Learning, Learning Motivation, Student Motivation
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Betsy Ng; Kimberly Hannah Siacor; Nur Shafizah Binte Johan – Journal of Research Initiatives, 2024
There has been a decrease in the motivation levels of primary school students towards learning their native language. In Singapore, the native language is also known as the Mother Tongue Language (MTL). There is also a need for more research on Experiential Learning in primary schools worldwide and MTL classrooms in Singapore. Using the basic…
Descriptors: Student Motivation, Elementary School Students, Native Language Instruction, Experiential Learning
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Kit-Ling Lau; Quan Qian – Reading and Writing: An Interdisciplinary Journal, 2025
This study investigated the feasibility and effectiveness of using a flipped classroom (FC) approach to combine self-regulated learning (SRL) instruction and out-of-class eLearning activities in a two-year reading intervention program to facilitate students' learning of classical Chinese reading. A total of 352 junior secondary students from three…
Descriptors: Individualized Instruction, Intervention, Classical Literature, Mandarin Chinese
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Nurhan Aktas – Reading & Writing Quarterly, 2025
This 9-week mixed-methods study aimed to examine the effect of online reciprocal teaching on fourth grade primary school students' (N = 30) reading comprehension skills and reading motivation. As data collection tools, the "Reading Comprehension Test" was used to determine students' reading comprehension levels, while the…
Descriptors: Electronic Learning, Grade 4, Elementary School Students, Reading Comprehension
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Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
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Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction
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Stacey Fordyce – BU Journal of Graduate Studies in Education, 2024
This literature review explores the effectiveness of self-regulated learning (SRL) practices in public school classrooms as a means of improving student engagement, motivation, and academic success. Data was gathered from a collection of peer-reviewed articles on varying topics as they relate to self-regulated learning and student engagement,…
Descriptors: Learner Engagement, Self Management, Learning Processes, Literature Reviews
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