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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Virtual laboratories are used to supplement or even replace physical laboratories in engineering education. Although these virtual laboratories allow students to learn foundational experimental skills, they do not provide the learners with the chance to develop higher-order thinking skills (HOTS). Computational thinking (CT) is an…
Descriptors: Computation, Thinking Skills, Computer Simulation, Laboratories
Takatoyo Umemoto; Tsutomu Inagaki – Journal of Education and Learning, 2025
This study aimed to examine the reciprocal relationship between motivation and engagement in out-of-class learning among Japanese undergraduates by using a cross-lagged panel model. Two online surveys were conducted with 293 university students in Japan. This study measured motivation and engagement with regard to out-of-class tasks (homework) for…
Descriptors: Learning Motivation, Learner Engagement, Undergraduate Students, Foreign Countries
Chien-Yuan Su; Yuqing Guo; Juncheng Shen – International Journal of Technology in Education, 2025
The incorporation of gamification into online courses has become an increasingly popular approach to enhance students' learning experience, as it has the potential to increase their engagement, motivation, and interest. In this study, we examined the impact of three gamified components--rewards, role-playing, and competition--on students' learning…
Descriptors: Gamification, Online Courses, Learning Motivation, Learner Engagement
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Johnmarshall Reeve; Geetanjali Basarkod; Hye-Ryen Jang; Rafael Gargurevich; Hyungshim Jang; Sung Hyeon Cheon – Educational Psychology Review, 2025
Students involve themselves in learning activities multidimensionally, including behaviorally, cognitively, emotionally, and agentically. This multidimensional involvement predicts important outcomes, but it is also possible that each type of engagement might have its own specialized purpose or function. To investigate this possibility, we…
Descriptors: Meta Analysis, Learner Engagement, Academic Achievement, Social Support Groups
F. Venturi – European Journal of Education, 2025
Final year individual projects have always been the culmination of a student's curriculum at university, requiring knowledge and skills gained over the whole course. However, with time, their scope and aim have moved from a more traditional research-oriented one to a more modular structure, where specific skills are demonstrated and assessed. This…
Descriptors: College Seniors, Engineering Education, Student Projects, Learning Processes
Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
Lumbini Barua; Barbara B. Lockee – Discover Education, 2024
While the movement for flexibility in higher education can be traced back to the first corresponding courses in the 18th century, the recent pandemic has led to an unprecedented demand for flexible learning, particularly in higher education settings. This review of the literature delves into the evolution of flexible course design and defines…
Descriptors: Higher Education, College Curriculum, Curriculum Design, Curriculum Development
Dewaele, Jean-Marc; Saito, Kazuya; Halimi, Florentina – Applied Linguistics, 2023
The current study contributes to the recent debate on the question whether learner emotions can be intrinsically motivating or whether they are no more than diffuse action tendencies (Dörnyei 2020). Adopting a longitudinal approach, we combined repeated analysis of variances and mixed effects modelling to capture interactions between Foreign…
Descriptors: Second Language Learning, Learner Engagement, Learning Motivation, Psychological Patterns
Shuzhen Chen; Lichao Ma – European Journal of Education, 2025
Given that the relationship between academic atmosphere and doctoral students creativity has not yet fully reached consensus in diverse cultural contexts, this study seeks to unpack how collaborative and competitive academic atmospheres matter for the scientific creativity of doctoral students, as well as their influencing mechanisms and…
Descriptors: Competition, Doctoral Students, Educational Environment, Scientific Research
James Noonan – Professional Development in Education, 2024
Learner engagement is essential for deep and sustained learning, yet it is seldom included in empirical frameworks for effective continuing professional development (CPD), which tend to privilege broad design features over learner-centred strategies. In this critical case study, I consider this gap by applying the lens of self-determination theory…
Descriptors: Learner Engagement, Satisfaction, Faculty Development, Teacher Attitudes
Thi Thuy Hang Pham; Thi Truc Quynh Ho; Be Thi Ngoc Nguyen; Hung Thanh Nguyen; Thi Ha Nguyen – Journal of Applied Research in Higher Education, 2024
Purpose: This study aims to investigate the conditional indirect effect of academic self-efficacy in the interplay between academic motivation and academic satisfaction through academic engagement among university students. Design/methodology/approach: A cross-sectional study was performed on 1,638 Vietnamese university students (31.9% males and…
Descriptors: Student Motivation, Academic Achievement, Student Satisfaction, Learner Engagement
Zhao Li; Jirawan Deeprasert; Songyu Jiang – African Educational Research Journal, 2024
This study employs Structural Equation Modeling (SEM) and the Technology Acceptance Model (TAM) framework to explore the factors influencing Massive Open Online Courses (MOOCs) usage among college students in Southwest China. Using probability sampling, data were collected from 602 participants through an online survey distributed over a period of…
Descriptors: Foreign Countries, MOOCs, Usability, College Students