NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Wei-Wen; Chen, Ching-Chen; Dai, Chia-Liang; U, Nok Man; Cheng, Lin – Interactive Learning Environments, 2018
The incremental theory of intelligence has been identified as a strong predictor of students' learning motivation. Recent research has suggested various moderators of its effect. The present study sought to examine the moderating effects of self-enhancement and self-criticism on the relation between incremental intelligence beliefs and students'…
Descriptors: Foreign Countries, Intelligence, Student Motivation, Junior High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Magen-Nagar, Noga; Shonfeld, Miri – Interactive Learning Environments, 2018
This quantitative research examined the contribution of an Online Collaborative Learning (OCL) program on attitudes towards technology in terms of technological anxiety, self-confidence and technology orientation among M.Ed. students. The advanced online collaborative program was implemented at two teacher training colleges in Israel for a period…
Descriptors: Electronic Learning, Cooperative Learning, Statistical Analysis, Anxiety
Peer reviewed Peer reviewed
Direct linkDirect link
Randolph, Justus J.; Kangas, Marjaana; Ruokamo, Heli; Hyvönen, Pirkko – Interactive Learning Environments, 2016
The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The…
Descriptors: Creativity, Play, Playgrounds, Playground Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…
Descriptors: Educational Games, Prediction, Anxiety, Competition
Peer reviewed Peer reviewed
Direct linkDirect link
Teo, Timothy; Huang, Fang; Hoi, Cathy Ka Weng – Interactive Learning Environments, 2018
Given the paradox between pervasive promotion of technology use in English teaching and lack of studies about teachers' technology acceptance in China, this study aims to examine intentions of English teachers in China to use technology in their classroom teaching. Based on the technology acceptance model, eight variables including perceived…
Descriptors: Foreign Countries, Technology Uses in Education, Intention, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Shin, Dong-Hee; An, Hyeri; Kim, Jang Hyun – Interactive Learning Environments, 2016
The use of a second screen can enhance information processing and the execution of search tasks within a given period. In this study, we examined the learner's attentional shift (AS) between two screens and controlled secondary tasks (STs) in the media multitasking setting and its effect on the learning process. In particular, we analyzed how…
Descriptors: Cognitive Processes, Search Strategies, Attention Control, Learning Processes