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Showing 1 to 15 of 20 results Save | Export
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David Ingham; Seema Jaisimha Terry; Lamia A. Khader – International Journal of Game-Based Learning, 2025
The teacher's role in student motivation, and the strategies they employ to enhance their learners desire to study, has long be seen as an essential component of learning in the second language English classroom. This study has sought to explore the motivational impact of the teachers' use of the game-based response system Kahoot within an English…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
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Aude Hansel; Natassia Schutz – Language Learning in Higher Education, 2025
Collaboration is essential for all English for Specific Purposes practitioners, whether they are a part of a Faculty or a Language Centre. Conducting needs analyses to determine students' specific English requirements necessitates interaction with subject specialists within their institution. The present report presents an innovative pedagogical…
Descriptors: Popular Culture, Science Education, English for Academic Purposes, Second Language Learning
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Syed Abdul Manan; Anas Hajar – Journal of Language, Identity, and Education, 2025
Most recent research on language learning and identity emphasizes on investing learners' capital as affordance to affirm their identities (Darvin & Norton, 2015; Norton, 2013). Learners' capital refers to prior knowledge, home literacies/native languages. Drawing on data from English language academies from Pakistan, this study finds a…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
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Capinding, Andie Tangonan – International Journal of Game-Based Learning, 2021
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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Hlioui, Fedia; Aloui, Nadia; Gargouri, Faiez – International Journal of Web-Based Learning and Teaching Technologies, 2021
Nowadays, the virtual learning environment has become an ideal tool for professional self-development and bringing courses for various learner audiences across the world. There is currently an increasing interest in researching the topic of learner dropout and low completion in distance learning, with one of the main concerns being elevated rates…
Descriptors: At Risk Students, Withdrawal (Education), Dropouts, Distance Education
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DiNapoli, Joseph – Australian Mathematics Teacher, 2018
This article describes the implementation of a collaborative--competative pedagogy in a Year 10 class and the productive motivational outcomes that followed.
Descriptors: Secondary School Mathematics, Secondary School Students, Mathematics Instruction, Teaching Methods
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Halim, Mohd Shakir Azfar Abdul; Hashim, Harwati; Yunus, Melor Md – Journal of Education and e-Learning Research, 2020
Some scholars believe that the English proficiency and literacy level among the pupils in this country is deteriorating alarmingly and to overcome this issue, many measures have been taken by the government. Research showed that this issue could be caused by lack of motivation among learners to use English in their lives. This study examined…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Second Language Instruction
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Means, Barbara M., Ed.; Stephens, Amy, Ed. – National Academies Press, 2021
Computing in some form touches nearly every aspect of day to day life and is reflected in the ubiquitous use of cell phones, the expansion of automation into many industries, and the vast amounts of data that are routinely gathered about people's health, education, and buying habits. Computing is now a part of nearly every occupation, not only…
Descriptors: Computation, Computer Uses in Education, Computer Science, Computer Science Education
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Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
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Clark, Jennifer Cahill – International Journal of Music Education, 2013
This study examined and qualitatively described the music practice behaviors, strategies, and thoughts of four high school string students who indicated a high string playing self-efficacy. Concepts of practice, motivation, achievement, and self-efficacy were linked together to analyze tendencies and summarize strategies. These students were…
Descriptors: Thinking Skills, Self Efficacy, Teaching Methods, Music Education
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Cardetti, Fabiana; McKenna, P. J. – PRIMUS, 2011
By understanding what motivates students to learn mathematics, instructors can adapt their teaching strategies to help students achieve a level of engagement conducive to learning mathematics. There is a substantial body of research on motivations and academic achievement at the elementary and high school levels, but less is known at the college…
Descriptors: Student Attitudes, Learning Motivation, Calculus, Teaching Methods
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