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Jitu Halomoan Lumbantoruan – REDIMAT - Journal of Research in Mathematics Education, 2024
The aim of the present exploratory study was to examine students' situational engagement and motivation in the statistics classroom at Zayed University, in Dubai, United Arab Emirates (UAE). Two instruments were used for this purpose: a) experience sampling method (ESM), and b) the validated Mathematics Motivation Questionnaire (MMQ). This study…
Descriptors: Learner Engagement, Student Motivation, Statistics, Statistics Education
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Abas Oya; I Gusti Putu Suharta; I Wayan Lasmawan; Desak Putu Parmiti; I Nyoman Jampel; I Made Candiasa – Journal of Science Learning, 2024
This bibliometric analysis investigates the impact of Project-Based Assessments (PBAs) on conceptual understanding in STEM education from 2019 to 2024. By examining a dataset of 996 publications, the study highlights significant fluctuations in research outputs and the evolving focus on educational methodologies, particularly noting an…
Descriptors: Active Learning, Student Projects, Evaluation, Concept Formation
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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
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K. C. Culver; Rosemary J. Perez; Joseph A. Kitchen; Darnell G. Cole – Journal of Diversity in Higher Education, 2024
While student engagement has long been associated with students' learning, development, and success, the climate and culture of historically white institutions often create barriers to engagement among racially minoritized students. Given the institutional responsibility to facilitate equitable engagement, there is a need for new policies and…
Descriptors: Learner Engagement, Student Diversity, Racial Differences, Comprehensive Programs
Meg Grigal; Debra Hart; Clare Papay; Caitlyn Bukaty; Belkis Choiseul-Praslin; Sara Pound – Institute for Community Inclusion, 2024
Think College REPORTS present descriptive data in narrative and tabular form to provide timely information to researchers, practitioners, and policymakers for review and use. This report provides program- and student-level data reported by TPSIDs (Transition and Postsecondary Programs for Students with Intellectual Disabilities) during the…
Descriptors: Students with Disabilities, Intellectual Disability, Postsecondary Education, Transitional Programs