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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
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
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)
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
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
García-Martínez, Inmaculada; Fernández-Batanero, José María; Fernández-Cerero, José; León, Samuel P. – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and computational sciences have aroused a growing interest in education. Despite its relatively recent history, AI is increasingly being introduced into the classroom through different modalities, with the aim of improving student achievement. Thus, the purpose of the research is to analyse, quantitatively and…
Descriptors: Artificial Intelligence, Computation, Academic Achievement, Meta Analysis
Deacon, Grady; Chojnacki, Greg – Mathematica, 2023
UPchieve is a free online and on-demand tutoring platform for students in grades 8 to 12 who attend Title I schools where large shares of students are experiencing poverty. UPchieve matches students with unpaid volunteer tutors one on one and in an online setting. In this setting, students can take advantage of a chat feature and virtual…
Descriptors: High School Students, Grade 9, Grade 10, Tutoring
Ali Ahmad Al-Barakat; Rommel Al Ali; Samih Mahmoud Al Karasneh; Bushra Ahmad Alakashee; Sami Sulieman Al-Qatawneh; Abdalla Falah El-Mneizel; Najah Rajeh Al Salhi; Mohammed Alhawamdeh – Journal of International Students, 2023
Digital learning tools have become increasingly popular worldwide as they enhance the teaching and learning process. It has the potential to improve the educational experience and awareness of children both within the host country and internationally. Additionally, it can contribute to personal growth, promote fair competition, increase…
Descriptors: Foreign Countries, Educational Technology, Females, Early Childhood Teachers
Unproctored Assignment-Based Online Assessment in Higher Education: Stakeholder Evaluation of Issues
Nguyen, Hong Thu Thi – Issues in Educational Research, 2023
This study investigates unproctored assignment-based assessment implementation in an online teaching environment compared to on-site assessment. A mixed-method research approach was conducted with the participation of 284 English-major students, 6 teachers, and 4 experts at a university in Vietnam. Data collection instruments included a…
Descriptors: Foreign Countries, Student Evaluation, Online Courses, Computer Assisted Testing
Wang, Qing; Lu, Yujie – Psychology in the Schools, 2020
Enhancing college students' learning habits, attitudes, and capacities have been an important research topic in educational psychology. In this study, we designed, implemented, and evaluated a coaching program that integrated mindful agency coaching and motivational interviewing for the development of positive learning dispositions in college…
Descriptors: Coaching (Performance), College Students, Student Attitudes, Metacognition
Flick-Takács, Nikolett – Journal of Pedagogy, 2021
Lifelong learning (LLL) became a basis for education policies in the 21st century. The GLLI (Global Lifelong Learning Index) ranks countries based on their performance in LLL (Kim, 2016). The present paper aims to compare a successful country (Germany) with a mid-performing country (Hungary) in two ways: (1) by comparing the two countries'…
Descriptors: Lifelong Learning, Student Attitudes, Educational Attitudes, Preservice Teachers
Zhu, Yue; Zhang, Jia Hua; Au, Wing; Yates, Greg – Educational Technology Research and Development, 2020
Studies have been conducted on university students' continuous intention to learn online from the perspectives of learning motivation and capability, perceptions or attitudes, and online learning experiences. However, few have examined how the above factors will relate to each other and contribute to students' online learning intention. This…
Descriptors: College Students, Student Attitudes, Online Courses, Blended Learning
Sze-Yeung Lai, Charlotte; Chi-leung Hui, Patrick – Higher Education Research and Development, 2021
Service-learning (SL) integrates academic curricula and practical experiences to deliver social services to communities. By participating in a SL program, students' prosocial behavior can be nurtured once they are appropriately motivated and supported. This study investigates students' different motivations to join SL programs, the enjoyableness…
Descriptors: Service Learning, School Community Programs, Disabilities, Disadvantaged