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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
Shard; Devesh Kumar; Sapna Koul – International Journal of Learning Technology, 2024
This study aims to examine the effects of e-learning management system -- quality characteristics and student characteristics on continuous intention to use e-LMS. This empirical and quantitative study focuses on emerging nations, specifically India, and explores the acceptance of e-LMS among students. While previous research has examined student…
Descriptors: Foreign Countries, Electronic Learning, Undergraduate Students, Graduate Students
Renjie Song; Yaru Zheng – SAGE Open, 2024
Learning Management Systems (LMS) are crucial in modern educational technology, enhancing education through personalized support, efficient resource management, and data-driven decision-making. LMS holds a pivotal position in contemporary higher education. This research explores undergraduate students' continued learning intentions, grounded in…
Descriptors: Intention, Learning Management Systems, Undergraduate Students, Educational Technology
Lu, Kaili; Pang, Feng; Shadiev, Rustam – Education and Information Technologies, 2023
Asynchronous online learning has gained great popularity in higher education, especially due to the recent COVID-19 pandemic. However, few studies have investigated how to maintain students' continuous usage intention of asynchronous online courses in the context of higher education. This study incorporated four key factors (intrinsic motivation,…
Descriptors: Asynchronous Communication, Educational Technology, Technology Uses in Education, College Students
Nunes, Paula Sofia; Catarino, Paula; Martins, Paulo; Nascimento, Maria Manuel – Contemporary Educational Technology, 2023
There are several educational software (ES) used in the classroom environment for the teaching and learning of geometric contents that are part of the Portuguese basic education mathematics program. There are studies that show that the use of this type of artifact has a fundamental role in the behavior of students, raising, among other aspects, a…
Descriptors: Foreign Countries, Computer Software Evaluation, Grade 7, Computer Uses in Education
Chung, Christina; Jeong, Luz Suplico; Moriuchi, Emi – Journal of Educators Online, 2023
This cross-cultural study of the Philippines and the United States examines factors that affect students' online learning motivation by focusing on technical and psychological perceptions and how these perceptions influence goal orientation for online learning among American and Filipino students. Applying Self-Determination Theory and the…
Descriptors: Foreign Countries, Online Courses, Student Motivation, Self Determination
Turan, Serhat; Yaman, M. Sibel; Genc, Halil Ibrahim; Donmez, Ahmet; Herguner, Gülten; Yaman, Çetin – Turkish Online Journal of Educational Technology - TOJET, 2022
In this research, it was aimed to determine the predictive power of academic motivation and attitudes towards mobile learning on perceived learning in sports science students. 416 (197 female+219 male) sports science students were included in the research, which was conducted in accordance with the correlational survey model. In the research,…
Descriptors: Foreign Countries, Student Motivation, Student Attitudes, College Students
Aiman K. Rakhmetova; Gulzhamila Meiirova; Didara T. Balpanova; Ainash K. Baidullayeva; Dina E. Nurmakhanova – Journal of Technology and Science Education, 2024
This study investigates the efficacy of incorporating neuropedagogical elements into virtual simulators for advanced chemistry education in universities. Utilizing a mixed-method approach, it uses questionnaires completed by 50 organic chemistry students. These questionnaires included both general and Likert scale questions, focusing on students'…
Descriptors: Foreign Countries, College Students, Organic Chemistry, Neurosciences
Guven, Gokhan; Kozcu Cakir, Nevin; Sulun, Yusuf; Cetin, Gurcan; Guven, Emine – Journal of Research on Technology in Education, 2022
The present study aimed to determine the effects of arduino-assisted robotics coding applications integrated into the 5E learning model used in science teaching on students' scientific creativity, robotics attitude and motivation toward science. For this aim, the study was planned according to the convergent parallel mixed research method and was…
Descriptors: Robotics, Science Instruction, Grade 6, Creativity
How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
Fleischer, Håkan – Education Inquiry, 2017
The research on one-to-one computer learning settings shows what students do while using computers and how much they use them. It is believed that students are highly motivated by having computers of their own and show improved grades, but few studies can confirm this belief. This study investigated the experience of knowledge formation amongst…
Descriptors: Phenomenology, Secondary School Students, Computer Use, Student Motivation
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Vahedi, Zahra; Zannella, Lesley; Want, Stephen C. – Active Learning in Higher Education, 2021
Research has frequently found that students use their information and communication technologies--such as smartphones and laptops--for non-academic uses in the classroom. These uses include sending messages as well as checking email and social media accounts. This study aimed to examine students' in-class information and communication technology…
Descriptors: Computer Use, Telecommunications, Handheld Devices, Laptop Computers
Salas-Rueda, Ricardo-Adán; De-La-Cruz-Martínez, Gustavo; Alvarado-Zamorano, Clara; Prieto-Larios, Estefanía – LUMAT: International Journal on Math, Science and Technology Education, 2021
The aim of this mixed research is to analyze the students' perception about the use of the collaborative wall in the educational process of global climate change considering data science. The collaborative wall is a web application that allows the active participation of students and discussion of ideas in the classroom. During the face-to-face…
Descriptors: Student Attitudes, Climate, Biology, Science Instruction
Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes