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Amy Baldwin; Louis Nadelson; Dana Tribble – Journal of Effective Teaching in Higher Education, 2024
College students have a variety of temptations that can keep them from making the most of their learning in and out of the classroom. Moreover, students' habits and behaviors related to mobile device use can hinder their learning and can stymie faculty's effective teaching practices. To explore these issues, we conducted a phenomenological study…
Descriptors: Student Motivation, Student Behavior, Handheld Devices, College Freshmen
Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2021
As new technologies pave the way to increasingly sophisticated and academically relevant experiences, gamification of the learning process, regardless of the field of expertise, becomes more and more important. This study aims to express several constructs that explain how one can apply Game-Based Learning to education while granting motivational…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Undergraduate Students
Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control
Andrea Révész; Matthew Stainer; Jookyoung Jung; Minjin Lee; Marije Michel – Language Learning & Technology, 2023
Eye-tracking is primarily used as a tool to capture attentional processes in second language (L2) research. However, it is feasible to design visual displays that can react to and interact with eye-movements in technology-mediated contexts. We explored whether gaze-contingency can foster L2 development by drawing attention to novel words…
Descriptors: Eye Movements, Second Language Learning, Second Language Instruction, Attention Control
Tan, Su-Mae; Liew, Tze Wei; Gan, Chin Lay – Information and Learning Sciences, 2020
Purpose: The aim of this paper is to examine the effects of a learner's regulatory focus orientation and message frame of a motivational virtual agent in an e-learning environment. Design/methodology/approach: On the basis of quasi-experimental design, university sophomores (n = 210) categorized as chronic promotion-focus, chronic prevention-focus…
Descriptors: Student Motivation, Technology Uses in Education, Electronic Learning, Computer Mediated Communication
Samosa, Resty Calo; Deocampo, Michelle D. G.; Gregorio, Katrina Jane B.; Mangayan, Mischelle Marie C.; Omlang, Maecy G. – Online Submission, 2021
This study focuses on the effectiveness of employing Cartoon Cum Strategic Intervention Material as learning instructional techniques to improve Grade 5 learners' ability to make meaning from text. This intervention encourages students to focus on big ideas and to consider how specific details contribute to the big picture. Cartoons can be…
Descriptors: Cartoons, Teaching Methods, Intervention, Instructional Improvement
Varol, Filiz; Yildirim, Esat – Technology, Knowledge and Learning, 2019
The main goals of the current study are (1) college students' cyberloafing behaviors during a lab session, (2) reasons that students cyberloaf, and (3) possible solutions to prevent this behavior from the students' perspectives. A total of 184 students registered for lab hours at a public university in Turkey were recruited to participate in this…
Descriptors: College Students, Student Behavior, Student Attitudes, Course Content
Hallam, Susan; Creech, Andrea; McQueen, Hilary – British Journal of Music Education, 2016
This research aimed to provide an account of the impact of the Musical Futures approach on the wider school community in Musical Futures "Champion Schools". Questionnaires were completed by 344 non-music teachers. Interviews were undertaken with members of senior management teams. The majority of staff indicated that Musical Futures had…
Descriptors: Music Education, Teacher Attitudes, Program Implementation, Questionnaires
Mihara, Kei – International Journal of Higher Education, 2018
Falling asleep in class is a common phenomenon among students in Japanese universities. There are several possible reasons for this: tiredness from daily routine such as commuting, difficulty concentrating in 90-minute classes, or simply a lack of motivation to study. In the English as a foreign language (EFL) classes, university students are…
Descriptors: Sleep, Student Motivation, Focus Groups, College Students
Griffin, Richard; MacKewn, Angie; Moser, Ernest; VanVuren, Ken W. – Contemporary Issues in Education Research, 2012
Universities and colleges are very interested in understanding the factors that influence their students' academic performance. This paper describes a study that was conducted at a mid-sized public university in the mid-south, USA, to examine this issue. In this study, the 10-scale, Learning and Study Strategies Inventory (LASSI) (Weinstein et…
Descriptors: Academic Achievement, Learning Strategies, Measures (Individuals), Study Skills
Bigenho, Christopher William – ProQuest LLC, 2011
The rapid growth of online and blended learning environments in both higher education and K-12, along with the development of innovative game based, narrative driven, problem-based learning (PBL) systems known as Alternate Reality Games (AltRG), has led to the need to understand student's abilities to self-regulate their learning behaviors…
Descriptors: Electronic Learning, Blended Learning, Problem Based Learning, Educational Games

Schibeci, R. A. – Australian Journal of Education, 1984
The validation of a set of attitude scales developed for use with Australian school students, especially using teacher's ratings, is reported. The four scales measure: motivation to achieve in school learning; respect and confidence in self; attitudes toward school and school learning; and attentiveness in science lessons. (MSE)
Descriptors: Attention Control, Attitude Measures, Educational Attitudes, Elementary Secondary Education