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Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Vela, Claudia – ProQuest LLC, 2017
The purpose of this explanatory mixed methods study was to examine faculty perceptions of effectiveness and impact of professional development for teaching, research, and service in a higher education institution in South Texas. This study provided quantitative and qualitative data from 165 faculty members from a Hispanic Serving Institution in…
Descriptors: Teacher Attitudes, Program Effectiveness, Faculty Development, Mixed Methods Research
Sibold, Jeremy – Journal of College Teaching & Learning, 2016
It is well-established that motivation is a critical component of one's best performance of a task. A primary model in the field of motivation is the self-determination theory (SDT). The three pillars of SDT include competency, autonomy, and relatedness; when supported these have been shown to improve the quality, consistency, and persistence of…
Descriptors: Self Determination, Competence, Personal Autonomy, Relevance (Education)
Ibrahim, Hamdi H. M. – ProQuest LLC, 2016
Students look for evidence of service quality when selecting a university to attend. Student dissatisfaction with the quality of service may reduce student motivation in online higher-education settings, and low levels of motivation may lead to inferior student performance and a persistently high dropout rate. The purpose of this quantitative,…
Descriptors: Academic Achievement, Learning Motivation, Higher Education, Dropout Rate
Denham, André R. – Technology, Knowledge and Learning, 2016
Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…
Descriptors: Educational Games, Play, Learning Activities, Educational Researchers
Brightwell, D. Shelby – Res Quart AAHPER, 1969
Study made in partial fulfillment of the requirements for the PE.D. degree at Indiana University (1964).
Descriptors: Coeducation, Learning Motivation, Physical Education, Research
Martens, Rainer – Res Quart AAHPER, 1969
Descriptors: Anxiety, Audiences, Factor Analysis, Learning Motivation
House, Peggy A. – 1979
This paper, presented at the 1979 meeting of the American Educational Research Association (AERA), investigates the affective characteristics of 120 junior high school students who participated in one or both of the first two programs of Minnesota Talented Youth Mathematics Project (MTYMP). The first year program of 1976-77 was in algebra I and…
Descriptors: Academic Achievement, Affective Behavior, Educational Research, Gifted
Melnick, Murray – 1969
Independent Study (IND) programs are increasingly favored as part of the generally favorable attitude toward student autonomy. On the basis of experimental evidence, the unhesitating acceptance of IND does not appear to be completely justified. Some research studies found IND superior to traditional methods in terms of learning efficacy; others…
Descriptors: Higher Education, Independent Study, Learning Motivation, Research
Scott, L. Carol; Goetz, Elizabeth M. – 1978
The purpose of the present study was to examine the effects of game-like learning activities, as compared to rote memorization procedures, on preschool subjects (n=8) recitation of their home telephone numbers. A rhyming mnemonic memory device was incorporated into the game procedures. A group design was used with a pretest-training-posttest…
Descriptors: Early Childhood Education, Educational Games, Learning Motivation, Memorization

Bishop, J. Michael – Journal of Medical Education, 1984
Contemporary medical students, it is suggested, view science in particular and the intellect in general as difficult allies at best. What emerges are physicians without inquiring minds, physicians who bring to the bedside not curiosity and a desire to understand but a set of reflexes. (MLW)
Descriptors: Admission Criteria, College Instruction, Educational Improvement, Higher Education
Cole, James L. – 1971
Two different uses of computers in instruction are Computer Assisted Instruction (CAI) and Computer Managed Instruction (CMI). CMI is primarily concerned with data management in the instructional process, and CAI is the use of computers to control the instructional process itself. The uses of computers in instruction can be described in four main…
Descriptors: Adult Basic Education, Comparative Analysis, Computer Assisted Instruction, Disadvantaged

Schur, Michael – Journal of Moral Education, 1976
Attempts a validation of theoretical constructs related to a hypothesized conflict between achievement motives and the development of principled moral reasoning and exemplifies a novel, methodological approach to the assessment of moral judgment as well as other content areas in which "attitudinal conflict" is present. (Author/RK)
Descriptors: Achievement Need, Data Analysis, Decision Making, Hypothesis Testing
MEYER, DONALD E. – 1966
TWO EXPERIMENTS WERE CONDUCTED TO EVALUATE A SELF-STUDY PROGRAM PREPARED WITHIN TWO OPERATIONAL FIGHTER-INTERCEPTOR SQUADRONS. BASED ON A TECHNICAL ORDER MANUAL, IT CONSISTED OF SEQUENCED MULTIPLE-CHOICE QUESTIONS WITH A SIMPLE PUNCHBOARD AS A CONFIRMING DEVICE. IN EXPERIMENT ONE, TWO OPERATIONAL SQUADRONS WERE DIVIDED INTO TWO GROUPS JUDGED TO BE…
Descriptors: Flight Training, Group Instruction, Independent Study, Knowledge Level
Loveland, Kathryn Kernodle; Olley, J. Gregory – 1977
In order to clarify the conditions under which material rewards have a detrimental effect upon children's later interest in the rewarded task, the effect of a reward for drawing was measured with 24 preschool children ranging in age from 34 to 40 months. The children were grouped as high or low in initial interest on the basis of observation of…
Descriptors: Contingency Management, Interests, Learning Motivation, Learning Processes
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