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Mouratidou, Katerina; Grassinger, Robert; Lytrosygouni, Eleftheria; Ourda, Despoina – Physical Educator, 2022
Lifelong physical activity is one goal of physical education. This study aimed to investigate the effectiveness of a 9-week designed intervention in physical education at promoting elementary school students' intention for physical activity. The intervention was based on the creation of a task-oriented motivational climate during physical…
Descriptors: Teaching Styles, Elementary School Students, Student Motivation, Intention
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
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LaFave, Allison J.; Taylor, Joseph A.; Barter, Amelia M.; Jacobs, Ariel S. – Educational Assessment, 2022
This systematic review examines empirical research about students' motivation for NAEP in grades 4, 8, and 12 using multiple motivation constructs, including effort, value, and expectancy. Analyses yielded several findings. First, there are stark differences in the perceived importance of doing well on NAEP among students in grades 4 (86%), 8…
Descriptors: Learner Engagement, National Competency Tests, Literature Reviews, Meta Analysis
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Sontay, Gökhan; Karamustafaoglu, Orhan – Malaysian Online Journal of Educational Technology, 2021
Many mobile applications have emerged thanks to the technological developments that have taken place today. One of these applications is the augmented (virtual) reality application used on smartphones and tablets. Some augmented reality applications are being prepared using 4D-technology and transforming the virtual environment into real life. The…
Descriptors: Science Instruction, Instructional Effectiveness, Computer Simulation, Handheld Devices
Bender, Amy A. – ProQuest LLC, 2018
A review of literature suggests students make meaning using different modes while reading a graphic novel (Connors, 2010; Dallacqua, 2010; Hammond, 2009; Jimenez, 2013; Pantaleo, 2013; Rogers, 2014). This case study ran for six weeks. Twenty students were involved. Grounded in the theoretical framework of social constructivism, this qualitative…
Descriptors: Cartoons, Novels, Teaching Methods, Grade 6
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España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
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Fréchette-Simard, Catherine; Plante, Isabelle; Duchesne, Stéphane; Chaffee, Kathryn E. – Journal of Early Adolescence, 2023
This study aimed to examine the evolution of test anxiety during the transition to secondary school, a challenging period that includes a set of contextual factors that could potentially increase students' test anxiety. In addition, to further understand the contribution of different individual factors that might increase the susceptibility to…
Descriptors: Test Anxiety, Predictor Variables, Student Motivation, Academic Achievement
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Topal, Selda; Korkmaz, S. Deniz – Elementary School Forum (Mimbar Sekolah Dasar), 2023
Students should be provided with more meaningful learning experiences to attract more students to STEM careers, Out-of-School learning environments can offer students exciting and motivating learning opportunities that formal environments cannot provide. Therefore, national education reforms in many countries that are working on popularizing STEM…
Descriptors: Grade 6, STEM Education, Informal Education, Career Choice
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Mehmet Asikcan – International Journal of Contemporary Educational Research, 2023
The purpose of this study was to improve the vocabulary of fourth-grade primary school students through action plans based on digital tools. The study was conducted within the framework of participatory action research design, one of the qualitative research approaches. The participants were 32 fourth-grade students from a public elementary school…
Descriptors: Educational Technology, Vocabulary Development, Grade 4, Elementary School Students
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Whitney, Stephen D.; Asigbee, Fiona M.; Jones, Shannise; Schulte, Kara – Australian Educational Researcher, 2020
Teacher-rated classroom engagement and student self-reported motivation for mathematics were used to predict mathematics scores in 3rd and 5th grade. Students were grouped based on a combination of biological sex and SES quintiles resulting in 10 independent groups. The mathematics achievement patterns were predicted based upon a combined…
Descriptors: Student Motivation, Learner Engagement, Predictor Variables, Mathematics Achievement
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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
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Forsblom, Lara; Pekrun, Reinhard; Loderer, Kristina; Peixoto, Francisco – Journal of Educational Psychology, 2022
Based on control-value theory (CVT), we examined longitudinal relations between students' control and value appraisals, three activity-related achievement emotions (enjoyment, anger, and boredom), and math achievement (N = 1,716 fifth and seventh grade students). We assessed appraisals and emotions with self-report measures of perceived competence…
Descriptors: Cognitive Processes, Coping, Psychological Patterns, Mathematics Achievement
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Arslan, Tugba; Çiftçi, Hatime – TESOL Journal, 2021
Investigating the foreign and second language (L2) motivational self system (L2MSS) of Turkish sixth graders, this study reports relationships among three components (ideal L2 self, ought-to L2 self, and L2 learning experience) of the L2MSS and the variables of school type (public and private), gender, and intended effort. Data were collected from…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Motivation
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