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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
Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
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
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
Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving
Babacan, Nuri; Güler, Çetin – Education Quarterly Reviews, 2022
The purpose of this research is to examine whether the use of Plickers in English language teaching has any effects on students' motivation, anxiety and academic achievement. In this context, this study was held with 61 students studying in the ninth grade of a high school that is located in a rural region in the east part of Turkey. In this…
Descriptors: English (Second Language), Second Language Instruction, Program Effectiveness, Grade 9
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
O'Connell, Kathrina M. – Rural Educator, 2023
This promising practice describes the summer programming transformation at a rural, Title I school. After eliminating barriers to education and remediation overtones, the school now provides free transportation, meals, and books for all participants and engages them in research-based, enrichment-focused literacy learning. The program's first year…
Descriptors: Rural Schools, Rural Youth, Summer Programs, Educational Change
Raymond MacDermott; Dekuwmini Mornah; Helen MacDermott – Marketing Education Review, 2025
Formative assessments, such as exit tickets, are effective tools for enhancing student reflection and understanding. While prevalent in K-12 education, their application in higher education remains underexplored. This study investigates the implementation of exit tickets in an undergraduate Principles of Marketing course, aiming to evaluate their…
Descriptors: Marketing, Business Education, Formative Evaluation, Undergraduate Students
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