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Yeh, Ching-Hsuan; Wang, Yi-Shun; Wang, Yu-Min; Liao, Ting-Jun – Interactive Learning Environments, 2023
Mobile phones are now used ubiquitously in everyday life around the world. However, using mobile devices for learning activities (i.e. m-learning) is not as popular as initially expected. This study explores the factors that affect m-learning apps acceptance among mobile phone users and investigates how personality, readiness, and motivation…
Descriptors: Handheld Devices, Educational Technology, Gamification, Electronic Learning
Falcon, Samuel; Leon, Jaime – Educational Technology Research and Development, 2023
Gathering information from students' answers to open-ended questions helps to assess the quality of teachers' practices and its relations with students' motivation. The present study aimed to use sentiment analysis, an artificial intelligence-based tool, to examine students' responses to open-ended questions about their teacher's communication.…
Descriptors: Student Attitudes, Teacher Student Relationship, Interpersonal Relationship, Student Motivation
Shemy, Nader Said; Dalioglu, Seray Tatli – Journal of Education and e-Learning Research, 2023
The current study aimed to evaluate an online learning experience based on the music model of motivation in an educational technology post-graduate program in Oman. In order to understand the motivational perceptions of students regarding the instruction, a two-phase, sequential explanatory mixed method research design was conducted in this study.…
Descriptors: Models, Learning Motivation, Educational Technology, Graduate Students
Mustapha Riad; Mohammed Qbadou; Es-Saâdia Aoula; Soukaina Gouraguine – Journal of Education and Learning (EduLearn), 2023
E-learning has increased in popularity, especially during the COVID-19, due to its numerous advantages that allow learners to study anywhere and anytime. Therefore, recommending a list of the most appropriate learning objects for learners according to their specific needs is a great challenge for adaptive e-learning systems. In an e-learning…
Descriptors: Electronic Learning, COVID-19, Pandemics, Cognitive Style
Merve Orta; Baris Çetin – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to explore the correlation between the intrinsic motivation of fourth-grade primary school students in mathematics and their academic performance in mathematics while considering the factor of their favorite subject. The goal is to determine whether there is a difference in intrinsic motivation and achievement in terms of…
Descriptors: Elementary School Students, Grade 4, Mathematics Education, Academic Achievement
Morehead, Kayla; McEldoon, Katherine – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Learning Experience, Instructional Design, Authentic Learning, Teaching Methods
Tiffany Anisette Pringle – ProQuest LLC, 2023
According to the 2020 Training Industry Report conducted by "Training Magazine," organizations across all industries and sizes have spent $87.5 billion in training per year. The average training budget for a large company was reported at $22 million, whereas a midsized company was $808,000 and a small-sized company reported a yearly…
Descriptors: Corporate Education, Adult Students, Adult Learning, Learning Motivation
Maryantoniette Surdo – ProQuest LLC, 2023
Learning takes motivation; therefore, educators need to pay attention to what motivates the student to improve one's learning. It was not known how community college psychology students describe the use of gamification as a motivator for improved learning. The purpose of this qualitative descriptive study was to explore how psychology students at…
Descriptors: Community College Students, Psychology, Gamification, Student Motivation
Pan, Ai-Jou; Chou, Pao-Nan; Lai, Chin-Feng – IEEE Transactions on Education, 2023
Contribution: This study systematically developed an educational learning framework titled "Real-world problem-posing strategy with engineering problem-solving" to facilitate engineering college students' learning. This study evaluated the effect of the developed learning framework on engineering college students' engineering…
Descriptors: Engineering Education, Problem Solving, College Students, Learning Motivation
Dirk Tempelaar – British Journal of Educational Psychology, 2025
Background: For over a decade, growth-oriented achievement goal constructs like potential-based goals and personal best goals have remained relatively unnoticed. This empirical study aims to highlight that goal theorists might be limiting themselves by not incorporating potential-based goals into their frameworks. Aims: The primary objective of…
Descriptors: Foreign Students, Undergraduate Students, Foreign Countries, Student Development
Andrew Jarvis – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2025
This study used the concept of desire in language learning to explore the first-year English journeys of undergraduates at an English-medium instruction (EMI) university in Hong Kong. Desire in language learning is an underexplored area in EMI research but a relevant concept for gaining a multilayered picture of the incentives and pressures of…
Descriptors: Foreign Countries, College Freshmen, Language of Instruction, English (Second Language)
Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Szergej Capec; Gabriella Capec; Zuzana Mateasikova; Hana Rancova; Jana Petrkova; Jaromir Vachutka; Martin Petrek – Advances in Physiology Education, 2025
A good knowledge of the theoretical foundations of medicine helps students and physicians to better recognize and treat patients with complex medical conditions, including sepsis and septic shock. The article describes the authors' experience in implementing the analysis of sepsis and septic shock using a high-fidelity simulated clinical scenario…
Descriptors: Teaching Methods, Pathology, Physiology, Diseases
Lars de Vreugd; Anouschka van Leeuwen; Marieke van der Schaaf – Journal of Computer Assisted Learning, 2025
Background: University students need to self-regulate but are sometimes incapable of doing so. Learning Analytics Dashboards (LADs) can support students' appraisal of study behaviour, from which goals can be set and performed. However, it is unclear how goal-setting and self-motivation within self-regulated learning elicits behaviour when using an…
Descriptors: Learning Analytics, Educational Technology, Goal Orientation, Learning Motivation