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Tiina Törmänen; Elina Ketonen; Emma Lehtoaho; Marjo Turunen; Kateryna Zabolotna; Tatiana Shubina; Hanna Järvenoja – Educational Psychology Review, 2025
Recent academic motivation research has shifted towards understanding the situation-specific and process-sensitive nature of motivation. This shift has initiated discussions on methodological advancements to capture dynamic changes in motivation as they occur in authentic learning contexts. However, these studies have not been systematically…
Descriptors: Student Motivation, Situated Learning, Learning Motivation, Independent Study
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Bernadette F. van Heel; Riyan J. G. van den Born; Noelle Aarts – Environmental Education Research, 2025
Dutch nature organisations developed the Green Traineeship, combining out-of-the-classroom learning with voluntary work in nature for young adults, with the aim of supporting them to towards future action for nature. To better understand how young adults' engagement with nature can be strengthened and facilitated, we studied perceived knowledge…
Descriptors: Foreign Countries, Young Adults, Conservation (Environment), Volunteers
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Lin, Hota Chia-Sheng; Yu, Shih-Jou; Sun, Jerry Chih-Yuan; Jong, Morris Siu Yung – Interactive Learning Environments, 2021
This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. The VR-guide group used wearable spherical video-based…
Descriptors: College Students, Library Instruction, Student Interests, Cognitive Processes
Wu, Ting-Ting; Chen, Jian-Ming – Journal of Educational Computing Research, 2022
Many countries have incorporated computational thinking (CT) and programming languages into their science and technology courses. Students can improve their CT ability by learning programming languages. Moreover, situated learning enables students to generate knowledge and master problem-solving skills through interaction with situations. This…
Descriptors: Computer Software, Thinking Skills, Programming, Situated Learning
Röllke, Kerstin; Maak, Anna-Lena; Wenzel, Annkathrin; Grotjohann, Norbert – Pedagogical Research, 2020
To support science education, more than 350 student labs have been established throughout Germany in the last decades. The goal of these out-of-school facilities is to foster the students' scientific literacy and promote interest in STEM (science, technology, engineering, and mathematics) by providing the students with the opportunity to conduct…
Descriptors: Science Education, STEM Education, Workshops, Science Laboratories
Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools

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