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Lu, Kaili; Pang, Feng; Shadiev, Rustam – Journal of Computer Assisted Learning, 2023
Background: Inquiry-based learning is a salient instructional approach to cultivate students' higher order thinking skills (HOTS). With the presence and advancement of new technologies, their usage for inquiry learning in university context is increasingly ubiquitous. However, in most circumstances, college students cannot integrate technologies…
Descriptors: College Students, Technology Uses in Education, Teaching Methods, Thinking Skills
Kendré Thomas-Williamson – ProQuest LLC, 2024
This study served two primary purposes: (a) to explore students' perceptions regarding the utilization of technology in their classroom-based instruction, and (b) to provide an overview of the current use of technology in classrooms that encompasses all high school students. The significance of the study was to contribute to the body of research…
Descriptors: Teacher Attitudes, Technology Uses in Education, High School Teachers, Rural Schools
Laura M. Harrison; Erin C. Morgenstern; Michael Angelo – College Teaching, 2024
There has been a movement toward pedagogies that employ student-centered learning (SCL) to increase student engagement and motivation. Our experience transitioning to remote teaching due to the COVID-19 pandemic provided an opportunity for us to observe how students used the chat function to take ownership of their learning. We used qualitative…
Descriptors: Graduate Students, Learner Engagement, Synchronous Communication, COVID-19
Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
Ahmad Aseery – British Journal of Religious Education, 2024
Teachers in contemporary elementary classrooms are adopting diverse teaching strategies to encourage learners' motivation and engagement. This study aimed to identify ways of enhancing students' motivation and engagement in religious education classes at elementary levels. The study employed a systematic review design, utilising an online search…
Descriptors: Journal Articles, Elementary Education, Student Motivation, Learner Engagement
Worud Awamleh – Cogent Education, 2024
This study aims to identify the effectiveness of e-project-based learning (e-PBL) in improving the academic achievement and learning motivation of female students of special education. A card for evaluating e-projects, an achievement test, a motivation measure, and a measure of attitudes toward e-PBL were administered to a sample of all 38…
Descriptors: Instructional Effectiveness, Electronic Learning, Active Learning, Student Projects
Santos, Vanda; Pais, Sonia; Hall, Andreia – International Journal for Technology in Mathematics Education, 2021
In the last few decades, technology has advanced in multiple fields, including Education. Some of its benefits include improving student performance and motivation, fostering active learning and tracking student progress. Game-based learning platforms, like Kahoot!, can be used for reviewing content and motivating students for learning. The…
Descriptors: Mathematics Education, Tourism, Undergraduate Students, Preservice Teachers
Jon Bergmann; Charity Dacey; Joy M. de los Reyes – Journal of Faculty Development, 2023
Trauma, such as from the COVID-19 pandemic, creates an inflection point for faculty to figure out how to connect with each other and students. Engagement and active learning trends are at the forefront of teaching pedagogy, as society embarks on post-pandemic learning. Faculty that have embraced Flipped Learning, as a trauma-informed pedagogical…
Descriptors: Flipped Classroom, COVID-19, Pandemics, Active Learning
Jennifer M. Schneider – ProQuest LLC, 2022
Project-based learning is used in K-12 schools to foster student agency, engagement, autonomy, and motivation. Constructivist and motivation theories support project-based learning in the classroom. Project-based learning approaches in education use the essential standards of project-based learning to establish in-person learning or online…
Descriptors: Active Learning, Student Projects, Learner Engagement, Student Motivation
Anum Zahra; Zahra Waheed; Tehreem Fatima; Kok Wei Khong – RMLE Online: Research in Middle Level Education, 2024
Embedding environmental concepts in the minds of young students within a traditional classroom setting poses challenges due to the abstract nature of these concepts and the temporal dilemma associated with environmental change, as students are unable to observe the immediate consequences of their actions directly. To address this, innovative…
Descriptors: Foreign Countries, Environmental Education, Technology Uses in Education, Technology Integration
Leechin Heng; Hui-Chin Yeh – Educational Research, 2024
Background: In a time of rapid technological change, there is a need to provide students with relevant learning opportunities to support the development of their transferable skills. Purpose: Set in a higher education context in Taiwan, this study sought to investigate how students perceived their engagement with a task-based, multimedia project…
Descriptors: Foreign Countries, Skill Development, Transfer of Training, Active Learning
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction
Muhammad Aizri Fadillah; Usmeldi Usmeldi; Asrizal Asrizal – Journal of Baltic Science Education, 2024
The role of ChatGPT and higher-order thinking skills (HOTS) as predictors of physics inquiry among uppersecondary students has yet to be widely explored. Therefore, this research aimed to examine upper-secondary students' role in ChatGPT (convenience and quality (CQ), motivation and engagement (ME), and accuracy and trust (AT)) and HOTS as…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Thinking Skills
Ingrid Mosquera-Gende – Journal of Technology and Science Education, 2023
The use of digital tools forms part of any online educational context. When it comes to the training of future teachers, this point proves crucial in order to transfer this technology to classrooms. In addition to the above, incorporating this type of resources as a part of an active learning proposal will enhance their motivation, self-regulation…
Descriptors: Virtual Schools, Active Learning, Electronic Learning, Academic Achievement