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Ondine Bradbury; Ange Fitzgerald – Educational Process: International Journal, 2025
Background/purpose: Positioned within the Australian context, this study explores the experiences of mentor teachers using professional standard-informed Conversation Cards to support the professional growth of pre-service teachers. With a particular focus on practical solutions, the research investigates the opportunities and challenges mentor…
Descriptors: Foreign Countries, Mentors, Preservice Teachers, Faculty Development
Yu-Chi Chen; Huei-Tse Hou – Asia-Pacific Education Researcher, 2025
To promote motivation and interaction among learners for relationship education in online learning, we designed a digital gamified learning activity for relationship education combined with conceptual and reflective scaffolding. We measured the learning achievement of learners' knowledge, motivation, anxiety and flow during the activity. This…
Descriptors: Educational Technology, Gamification, Learning Activities, Interpersonal Relationship
Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
Afra Wilhelmina Maria Essen; Nienke Smit; Janneke van de Pol; Lisette Hornstra – Social Psychology of Education: An International Journal, 2025
In this study, it was examined whether teachers' cognitive adaptive support (i.e., support that is tailored to students' understanding), as perceived by students, was associated with students' intrinsic motivation and academic achievement, and whether satisfaction of students' needs for autonomy, competence, and relatedness explain these…
Descriptors: Student Needs, Teacher Student Relationship, Student Attitudes, Student Motivation
Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
Genmei Zuo; Lijia Lin – Instructional Science: An International Journal of the Learning Sciences, 2025
The purpose of the study was to investigate (a) whether the effects of hand tracing and whole-body tracing reported in the literature could be extended to adults, and (b) the relative superiority of whole-body tracing over hand tracing. Two experiments were conducted to investigate the potential effects of these two kinesthetic approaches on…
Descriptors: Freehand Drawing, Human Body, Kinesthetic Perception, Adults
Katrina E. Forbes-McKay; Pauline A. M. Bremner; Pamela Johnston; Carol Air – Journal of Applied Research in Higher Education, 2025
Purpose: This study addresses gaps in the existing literature on students' understanding of Independent Learning (IL), whilst exploring the link between levels of IL, growth mindset, motivated strategies for learning and academic performance. Design/methodology/approach: Three hundred and eighty-six university students recruited via opportunistic…
Descriptors: Independent Study, Student Attitudes, Student Motivation, Learning Strategies
Xiao-Rong Guo; Shao-Ying Gong; Si-Yang Liu; Jing Wang; Yan-Qing Wang; Xin Zhao – European Journal of Psychology of Education, 2025
Previous studies have pointed out that leisure motivational interference was an important factor affecting students' learning satisfaction. This study concentrates on three unexplored areas in the current literature on leisure motivational interference and learning satisfaction. Specifically, it is the first to (a) focus on the effects of digital…
Descriptors: Leisure Time, Student Motivation, College Students, Electronic Learning
Hui-Chun Chu; Chia-Ying Hsu; Chun-Chieh Wang – Educational Technology & Society, 2025
In ancient poetry courses, students are expected to learn literary skills and the ability for interpreting ancient poems, from which they can gain insight into the historical context and appreciate the beauty of the poems. However, due to the gaps between ancient and modern living contexts, students often encounter difficulties in comprehending…
Descriptors: Poetry, History, Comprehension, Artificial Intelligence
McREL International, 2025
Teachers use a variety of strategies to capture students' attention, which is a necessary step for any lesson. Expert-level teachers take this one step farther, making sure that their attention-gathering techniques engage students cognitively, sparking productive curiosity and connecting to key concepts and skills to be learned in a unit or…
Descriptors: Elementary School Students, Secondary School Students, Secondary School Teachers, Elementary School Teachers
Tingting Wang; Juan Zheng; Susanne P. Lajoie – Educational Technology & Society, 2025
Previous studies have confirmed the pivotal roles of student engagement in predicting learning achievements; however, only a few emphasized the patterns of different engagement dimensions within individuals (i.e., co-occurrences of behavioral, cognitive, and emotional engagement). Thus, this study identifies engagement profiles and explores their…
Descriptors: Medical Students, Technology Uses in Education, Educational Technology, Computer Simulation
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
Melkamu Beyene Kitil; Amare Asgedom – Education and Urban Society, 2025
This research explores students' homework engagement across three dimensions: (a) cognitive, (b) emotional, and (c) behavioral activities, specifically contrasting private and public secondary schools in Addis Ababa. A qualitative research methodology was utilized, with reliability and validity assessments carried out through peer review, site…
Descriptors: Foreign Countries, Learner Engagement, Homework, Secondary School Students