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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
Rian Vebrianto; Neni Hermita; Dedi Irawan; Iqbal Miftakhul Mujtahid; Musa Thahir – Journal of Education and Learning (EduLearn), 2024
The "Sekolah Penggerak" program is one of the Indonesian Government's efforts to realize the vision of Indonesian education, namely an advanced Indonesia that is sovereign, independent, and possesses the Pancasila personality. As the leading actors in education, teachers play an important role in implementing educational programs. This…
Descriptors: Teacher Attitudes, Attitude Change, Faculty Development, Student Centered Learning
Obrusnikova, Iva; Cavalier, Albert – Early Childhood Education Journal, 2018
Proficiency in fundamental motor skills (FMS) is important for both the health and the overall growth and development of young children. To identify factors that facilitate the development of FMS, the study provided preliminary data on the effect of videomodeling (VM) on the acquisition of FMS by typically developing young children. Participants…
Descriptors: Preschool Children, Psychomotor Skills, Basic Skills, Performance Tests
Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; Stubbé-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health
Svetlana Poleschuk; Andrea Soldo; Thomas Dreesen – UNICEF Innocenti - Global Office of Research and Foresight, 2023
In Bosnia and Herzegovina, the number of refugees and migrants arriving in the country has increased from just a few dozen arrivals annually prior to 2017 to 95,000 between 2018 and 2022. This increase has put incredible strain on the country's education systems. This research presents critical findings on the implementation and effectiveness of…
Descriptors: Refugees, Immigrants, Teaching Methods, Blended Learning
Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
Goodwyn, Latasha F. – COABE Journal: The Resource for Adult Education, 2019
This study examined African American students' persistence rates in an adult basic education and literacy (AEL) program by juxtaposing teacher disposition that predicts student retention in an AEL program with an AEL Integrated Education and Training program (IET) as a predictor of student success. The Teacher Attribute Survey was administered to…
Descriptors: African American Students, Adult Students, Adult Basic Education, Adult Literacy
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Jaime Osorio, María Fernanda; Caicedo Muñoz, Mabel Catalina; Trujillo Bohórquez, Iván Camilo – HOW, 2019
This article reports on an action-research study which examined the impact of a radio program as a strategy to develop the speaking skills of a mixed course at a private institution in Colombia. Hence, data were collected from 18 students through tests, surveys, field notes, and interviews. The results indicate that there is an important…
Descriptors: Radio, Action Research, Teaching Methods, Program Descriptions
Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
Wong, Ruth – Pedagogy, Culture and Society, 2016
This longitudinal study investigates how in-service study abroad can improve the professional skills of teachers in regard to the strategies and attitudes they use to better motivate their students to learn English. The subject of this study is an in-service English as a Foreign Language (EFL) teacher from China who undertook a one-year teacher…
Descriptors: Teacher Education Programs, Longitudinal Studies, Study Abroad, Inservice Teacher Education
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Gilbuena, Debra M. – ProQuest LLC, 2013
The Virtual Chemical Vapor Deposition (CVD) Process Development Project provides the context for the two areas of the research presented in this dissertation. The first area, generally referred to as feedback in this dissertation, focuses on student learning and the interactions of students and instructors that take place in the project,…
Descriptors: Student Projects, Teaching Methods, Feedback (Response), Teacher Student Relationship
Hu, Weiping; Wu, Baojun; Jia, Xiaojuan; Yi, Xinfa; Duan, Chunyan; Meyer, Winter; Kaufman, James C. – Journal of Creative Behavior, 2013
The "Learn to Think" (LTT) Intervention Program was developed for raising thinking abilities of primary and secondary school students. It has been implemented in more than 300 schools, and more than 200,000 students took part in the experiment over a 10"year span. Several longitudinal intervention studies showed that LTT could…
Descriptors: Learning Motivation, Intervention, Secondary School Students, Learning Strategies
Lin, Yi-Chun; Lin, Yen-Ting; Huang, Yueh-Min – Computers & Education, 2011
Students learn new instructions well by building on relevant prior knowledge, as it affects how instructors and students interact with the learning materials. Moreover, studies have found that good prior knowledge can enable students to attain better learning motivation, comprehension, and performance. This suggests it is important to assist…
Descriptors: Expertise, Instructional Design, Test Results, Testing
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