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Duarte, António; Barros, Alexandra – Australian Educational Computing, 2018
The objective of this study, in the Student Approaches to Learning (SAL) perspective, was to test a computer-assisted intervention that seeks to promote awareness and self-regulation of learning strategies, aiming at improving the quality of learning. The intervention involved the use, by a sample of higher education students, of purposely…
Descriptors: Computer Uses in Education, Intervention, Learning Strategies, College Students
Priyono – Journal of Social Studies Education Research, 2018
The research aims to find the differences in students' learning results by implementing both PAIKEM (Active, Innovative, Creative, Effective, and Exciting Learning) and conventional learning methods for students with high and low motivation. This research used experimental design on two groups, a group of high motivation students and a group of…
Descriptors: Conventional Instruction, Program Implementation, Learning Motivation, Student Motivation
Shadiev, Rustam; Huang, Yueh-Min; Hwang, Jan-Pan – Educational Technology Research and Development, 2017
In this study, the effectiveness of the application of speech-to-text recognition (STR) technology on enhancing learning and concentration in a calm state of mind, hereafter referred to as meditation (An intentional and self-regulated focusing of attention in order to relax and calm the mind), was investigated. This effectiveness was further…
Descriptors: Assistive Technology, Learning, Attention, Metacognition
Cosentino, Cassandra L. – ProQuest LLC, 2017
The purpose of this quasi-experimental study was to investigate the effect of a self-regulation treatment on sixth grade students' reading comprehension, motivation for learning, and self-efficacy perceptions. The research took place in three urban schools in the northeast United States in the winter of 2016. The study's quasi-experimental design…
Descriptors: Quasiexperimental Design, Self Control, Grade 6, Reading Comprehension
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
Leber, Jasmin; Renkl, Alexander; Nückles, Matthias; Wäschle, Kristin – Learning: Research and Practice, 2018
According to the model of constructive alignment, learners adjust their learning strategies to the announced assessment (backwash effect). Hence, when teaching for understanding, the assessment method should be aligned with this teaching goal to ensure that learners engage in corresponding learning strategies. A quasi-experimental field study with…
Descriptors: Learning Strategies, Testing Problems, Educational Objectives, Learning Motivation
Mustami, Muh Khalifah; Safitri, Dian – International Journal of Instruction, 2018
The purpose of this study was to investigate the effects of the Assurance Relevance Interest Assessment Satisfaction (ARIAS) strategies set with Numbered Heads Together (NHT) on students' learning motivation. This quasi experimental study employed a pretest-post test nonequivalent control group design. The population of the research was all the…
Descriptors: Student Motivation, Cooperative Learning, Learning Motivation, Quasiexperimental Design
Kavani, Rezvan; Amjadiparvar, Alireza – Cogent Education, 2018
The current study set out to investigate the effect of strategy-based instruction (SBI) on motivation, self-regulated learning, and reading comprehension ability of Iranian English as a Foreign Language (EFL) learners. To fulfil the purposes of this study, 55 intermediate EFL learners were selected and randomly assigned to two groups including a…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning
Mudrich, Rachel Marie – ProQuest LLC, 2017
The purpose of this research study was to determine if project-based learning activities (PBLA) incorporated into an eighth-grade mathematics classroom have an effect on students' academic achievement and motivation toward learning. The control group used the traditional instruction method to cover mathematic objective skills that are Common Core…
Descriptors: Active Learning, Student Projects, Mathematics Instruction, Mathematics Achievement
Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Finau, Teukava; Treagust, David F.; Won, Mihye; Chandrasegaran, A. L. – International Journal of Science and Mathematics Education, 2018
This paper presents the effects of a cognitive acceleration program in mathematics classes on Tongan students' achievements, motivation and self-regulation. Cognitive Acceleration in Mathematics Education (CAME) is a program developed at King's College and implemented worldwide with the aim of improving students' thinking skills, mathematics…
Descriptors: Foreign Countries, Acceleration (Education), Mathematics Education, Mathematics Achievement
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Wang, Y.-H. – Journal of Computer Assisted Learning, 2017
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…
Descriptors: College Students, Computer Software, Computer System Design, Blended Learning
Sibgatullina, Tatiana V.; Selivanova, Olga G. – International Journal of Environmental and Science Education, 2016
A pupil is in the center of contemporary educational process, and the educational process requires some reorganization, which adds topicality to this paper. The paper considers how pupils use learning technologies helping them to achieve certain personally and socially important goals. The main research method is the method of a pedagogical…
Descriptors: Educational Technology, Goal Orientation, Self Control, Self Management
Wang, Wen-Yen; Huang, Yueh-Min – Journal of Educational Computing Research, 2017
English is one of the most important second languages in nonnative English-speaking countries, where learning English usually begins in primary school. To this end, vocabulary learning is regarded as the most fundamental and crucial stage in developing the student's English language capability. While some studies have explored strategies of…
Descriptors: Vocabulary Development, English (Second Language), Elementary School Students, Syllables
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