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Showing 1 to 15 of 124 results Save | Export
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Fengfeng Ke; Ruohan Liu; Zlatko Sokolikj; Ibrahim Dahlstrom-Hakki; Maya Israel – Educational Technology Research and Development, 2024
This study aims to provide a systematic review of recent eye-tracking studies conducted with children and adolescents in learning settings, as well as a scoping review of the technologies and machine learning approaches used for eye-tracking. To this end, 68 empirical studies containing 78 experiments were analyzed. Eye-tracking devices as well as…
Descriptors: Literature Reviews, Children, Adolescents, Eye Movements
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Juming Jiang; Luke K. Fryer – Education and Information Technologies, 2025
The number of Massive Open Online Courses' (MOOCs) participants has been increasing over the years but its completion rate is extremely low. Social support/social interaction is one of the key factors that has a huge impact on students' learning motivation in both online and offline environments, but difficult to maintain in MOOCs due to its…
Descriptors: MOOCs, Learner Engagement, Social Support Groups, Academic Persistence
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Iftita Rahmi; Tetty Rimenda; Tika Dwi Ariyanti – Journal of Education and Learning (EduLearn), 2025
Gamification is the process of adding game-like features and mechanics in nongame contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of…
Descriptors: Gamification, Student Motivation, Nontraditional Education, Learner Engagement
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Aida Tarifa-Rodriguez; Javier Virues-Ortega; Agustin Perez-Bustamante Pereira; Ana Calero-Elvira; Sarah Cowie – Journal of Behavioral Education, 2024
Recent studies have evaluated the use of social media as learning aids in tertiary education. Emerging research in this area has focused primarily on non-quantitative approaches to student social media engagement. However, quantitative engagement outcomes may be extracted from student posts, comments, likes, and views. The goal of the present…
Descriptors: Social Media, Postsecondary Education, Behavior, Educational Environment
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Mikkel Godsk; Karen Louise Møller – Education and Information Technologies, 2025
There is a widespread agenda of improving teaching and learning in higher education by engaging students with educational technology. Based on a large-scale literature review, the article presents 61 specific, research-based recommendations for realising the engagement potential of eight types of educational technologies in higher education. These…
Descriptors: College Students, Learner Engagement, Technology Uses in Education, Educational Technology
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Renato B. Rodrigues; Jillian Seniuk Cicek – European Journal of Engineering Education, 2024
Sociotechnical thinking (STT) has recently emerged in response to technical-social dualism. It is defined as the ability to identify, address, and respond to both social and technical dimensions of engineering. As the number of publications on STT increases, so does the need to map the literature. This paper provides a scoping literature review of…
Descriptors: Engineering Education, Thinking Skills, Problem Solving, Social Problems
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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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Marc Denojean-Mairet; Sonsoles López-Pernas; Friday Joseph Agbo; Matti Tedre – Smart Learning Environments, 2024
The study aimed to perform a literature review to identify the trends, impacts, and challenges associated with the integration of microlearning and social media. A total of seven academic databases were used as sources for searching: Scopus, Web of Science, ACM, EBSCOhost, PubMed, ProQuest, and IEEE. A combination of keywords related to…
Descriptors: Literature Reviews, Social Media, Time on Task, Learner Engagement
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Nina Bergdahl; Melissa Bond; Jeanette Sjöberg; Mark Dougherty; Emily Oxley – International Journal of Educational Technology in Higher Education, 2024
Educational outcomes are heavily reliant on student engagement, yet this concept is complex and subject to diverse interpretations. The intricacy of the issue arises from the broad spectrum of interpretations, each contributing to the understanding of student engagement as both complex and multifaceted. Given the emergence and increasing use of…
Descriptors: Learner Engagement, College Students, Student Behavior, Educational Technology
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Ya Xiao; Khe Foon Hew – Interactive Learning Environments, 2024
In recent years, many studies have highlighted the need to go beyond the "one-size-fits-all" gamification approach to tailored or personalised gamification to optimise students' engagement based on their user attributes. However, little is known about its effectiveness on student engagement. To advance the understanding of personalized…
Descriptors: Individualized Instruction, Gamification, Student Participation, Learner Engagement
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Zhiru Wang; Jamalludin Harun; Yihuan Yuan – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The purpose of this systematic literature review is to explore the use of gamification in reading instruction between 2020 and 2024, focusing on the main theories and models, implementation strategies in various educational settings, measurable effects on student engagement and comprehension, and future directions for research.…
Descriptors: Reading Instruction, Gamification, Learner Engagement, Student Motivation
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Enzo Simonnet; Mathieu Loiseau; Élise Lavoué – Journal of Computer Assisted Learning, 2025
Background: Vocabulary learning is an essential dimension of foreign language learning. The learners have a huge responsibility in this task. Among other factors, time constraints and an overall lack of maintained motivation on the part of students makes it especially challenging. Consequently, improving vocabulary learning requires strategies to…
Descriptors: Vocabulary Skills, Technology Uses in Education, Educational Technology, Motivation
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Johnmarshall Reeve; Geetanjali Basarkod; Hye-Ryen Jang; Rafael Gargurevich; Hyungshim Jang; Sung Hyeon Cheon – Educational Psychology Review, 2025
Students involve themselves in learning activities multidimensionally, including behaviorally, cognitively, emotionally, and agentically. This multidimensional involvement predicts important outcomes, but it is also possible that each type of engagement might have its own specialized purpose or function. To investigate this possibility, we…
Descriptors: Meta Analysis, Learner Engagement, Academic Achievement, Social Support Groups
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Ishrat Hussain; Ciana Dsouza; Sharon Wing Lam Yip; Matthew Flynn; Mohammed Ahmed Rashid – Anatomical Sciences Education, 2024
Social media platforms such as Instagram are becoming increasingly popular sources for students to access anatomy educational resources. This review used content analysis to examine posts under the hashtag #anatomynotes and is the first to map the characteristics of anatomy education posts on Instagram and determine any temporal changes. Sample…
Descriptors: Anatomy, Social Media, Educational Resources, Medical Education
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Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
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