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Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
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Akça, Figen; Demir, Sezgin – International Journal of Curriculum and Instruction, 2021
In recent years sleep rhythm or chronotype have become one of the most studied subjects especially in psychology and educational environments. Chronotype is an important variable in interpersonal differences and it is related to psychological and physiological differences among people. There are three main chronotypes or eveningness, morningness…
Descriptors: Foreign Countries, Preservice Teachers, Cognitive Processes, Student Motivation
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Yurtseven, Nihal; Dogan, Selçuk – Pegem Journal of Education and Instruction, 2019
Academic procrastination has been one of the major problems among students from different levels of education, specifically for college students. The purpose of this study is to examine the effect of problem solving skill, a kind of cognitive skill, as well as academic motivation on academic procrastination behaviors of university students. In…
Descriptors: Foreign Countries, College Students, Problem Solving, Cognitive Processes
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Elsayed, Sabah Abdalla; Al-Najrani, Hamda Ibrahim – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This research aimed to identify the effectiveness of augmented reality technology on improving visual thinking in mathematics and academic motivation among middle school learners in Saudi Arabia. To accomplish the research objectives, the experimental method with a quasi-experimental design was adopted and it included an experimental group and a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Thinking Skills
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Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Chakraborty, Misha – ProQuest LLC, 2017
This dissertation explores the area of student engagement. Precisely, the dissertation attempts to find out the importance, roles, significance and factors involved in online student engagement and their consequences in achieving a positive learning environment. The first stream of inquiry investigated the perceived links between students'…
Descriptors: Online Courses, Learner Engagement, Learning Motivation, Student Attitudes
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Zajda, Joseph – Educational Practice and Theory, 2018
This article examines different approaches to motivation and effective motivational strategies to engage students to learn. It discusses major perspectives on motivation and classroom applications. It analyses the teacher's role in creating motivational atmosphere. It suggests various motivational strategies for creating effective learning…
Descriptors: Learning Motivation, Student Motivation, Teacher Role, Academic Achievement
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Riley, Gina – Cogent Education, 2016
This article explores the theories of Self-Determination, Cognitive Evaluation, and Intrinsic Motivation as it applies to home education. According to Self-Determination Theory, intrinsic motivation is innate. However, the maintenance and enhancement of intrinsic motivation depends upon the social and environmental conditions surrounding the…
Descriptors: Home Schooling, Self Determination, Cognitive Processes, Student Motivation
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Warden, David N; Myers, Charlsie A. – College Student Journal, 2017
The relationship between domain-specific nonintellective variables and academic achievement among nontraditional students was explored to address uninvestigated factors and clarify distinctions between nontraditional and traditional student achievement. College students (nontraditional n = 72, traditional n = 67) completed an online survey…
Descriptors: Nontraditional Students, Student Characteristics, Academic Achievement, College Students
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Woo, Jeng-Chung – Educational Technology & Society, 2014
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Descriptors: Computer Games, Educational Games, Student Motivation, Cognitive Processes
Mohamed Moustakim – Sage Research Methods Cases, 2015
This case study reports on a doctoral research project conducted in a school using critical discourse analysis to examine the discourse of youth 'disaffection'. The study aimed to identify how some students acquired the label 'disaffected' and considered the extent to which the quality of relationships between teachers and students contributed to…
Descriptors: Case Studies, Teacher Student Relationship, Affective Behavior, Psychological Patterns
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Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D. – Journal of Educational Psychology, 2013
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…
Descriptors: Cognitive Processes, Student Motivation, Conventional Instruction, Training
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Liew, Tze Wei; Tan, Su-Mae – Educational Technology & Society, 2016
The Cognitive-Affective Theory of Learning with Media framework posits that the multimedia learning process is mediated by the learner's mood. Recent studies have shown that positive mood has a facilitating effect on multimedia learning. Though literature has shown that negative mood encourages an individual to engage in a more systematic,…
Descriptors: Schemata (Cognition), Transfer of Training, Psychological Patterns, Programming
Abrahamson, Craig E. – Forum on Public Policy Online, 2011
This paper focuses on the premise that within the instruction process of higher education, the classroom context needs to create an atmosphere of motivational learning that is founded in part on a relationship between the students and professor that is formatted on the concept of mutual sharing of personal experiences, values, beliefs, and…
Descriptors: Student Attitudes, Course Content, Learning Motivation, Student Motivation
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Scheiter, Katharina; Gerjets, Peter – Instructional Science: An International Journal of the Learning Sciences, 2010
Animations have become a ubiquitous component of computer-based instruction. Despite their widespread use, however, the evidence concerning their effects on learning is rather ambiguous, suggesting that one needs to have a closer look at the conditions under which animations will aid learning. Accordingly, three sets of moderating variables were…
Descriptors: Animation, Computer Assisted Instruction, Student Motivation, Educational Environment
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