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Di Zou; Morris Siu-Yung Jong; Xinyi Huang; Gary Cheng; Gwo-Jen Hwang; Michael Yi-Chao Jiang – Interactive Learning Environments, 2024
Spherical video-based virtual reality (SVVR) is a form of virtual reality that employs 360-degree videos to immerse learners in virtual environments. As SVVR can simulate realistic experiences, the current trend of language education is towards more use of it. To examine its current status, this study systematically reviewed 31 articles on…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Second Language Instruction
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García-Martínez, Inmaculada; Fernández-Batanero, José María; Fernández-Cerero, José; León, Samuel P. – Journal of New Approaches in Educational Research, 2023
Artificial intelligence (AI) and computational sciences have aroused a growing interest in education. Despite its relatively recent history, AI is increasingly being introduced into the classroom through different modalities, with the aim of improving student achievement. Thus, the purpose of the research is to analyse, quantitatively and…
Descriptors: Artificial Intelligence, Computation, Academic Achievement, Meta Analysis
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Eggers, Jan Hein; Oostdam, Ron; Voogt, Joke – Australasian Journal of Educational Technology, 2021
Although self-regulation is an important feature related to students' study success as reflected in higher grades and less academic course delay, little is known about the role of self-regulation in blended learning environments in higher education. For this review, we analysed 21 studies in which self-regulation strategies were taught in the…
Descriptors: Metacognition, Blended Learning, Teaching Methods, Learning Strategies
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Saxena, Manisha; Mishra, Dharmesh K. – International Journal of Information and Communication Technology Education, 2021
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the need of the learner. The paper reviews…
Descriptors: Age Groups, Game Based Learning, Intervention, Higher Education
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Kaya, Gamze; Sagnak, Hatice Cilsalar – International Journal of Game-Based Learning, 2022
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students' English learning as a second language and the tendency of students to use games to learn English as a second…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, English (Second Language)
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Tepgeç, Mustafa; Ifenthaler, Dirk – International Association for Development of the Information Society, 2022
Learning analytics includes interventions that will support learning and improve learning environments. Despite the fact that learning analytics is a promising field of study, the lack of empirical evidence on the effects of learning analytics-based interventions has been widely addressed in recent years. In this context, insights validated by…
Descriptors: Learning Analytics, Intervention, Meta Analysis, Learning Management Systems
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Salikhova, Nailya R.; Lynch, Martin F.; Salikhova, Albina B. – Contemporary Educational Technology, 2020
The purpose of this article was to compile a general map of existing research on digital education from the Self-determination theory (SDT) perspective, in order to understand SDT's contribution to the emerging field of research on digital technologies in education, the methods used to advance this research, the gaps in existing research, and the…
Descriptors: Psychological Patterns, Electronic Learning, Self Determination, Learning Motivation
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Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
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Marzia Shurovi; Mohamad Fadhili Yahaya; Hafizah Hajimia; Md Kamrul Hasan – Malaysian Journal of Learning and Instruction, 2024
Purpose: There is an absence of systematic review papers in the achievement motivation theories literature. In terms of current research trends, English learning motivation is gaining attention as a determiner of success in FLA. Hence, this review aims to trace the trends in the empirical studies on achievement motivation theories and tools,…
Descriptors: Research Reports, Learning Motivation, Technology Uses in Education, English (Second Language)
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Mardian, Fatemeh; Nushi, Musa – Innovation in Language Learning and Teaching, 2023
Over the past decade, the focus of investigation in individual differences (IDs) research has shifted from the utilization of large-scale questionnaire surveys toward the adoption of methodological diversity and development of new approaches to second-language (L2) communication (Dörnyei and Ryan [2015]. "The Psychology of the Language…
Descriptors: Individual Differences, Second Language Learning, Second Language Instruction, Learning Motivation
Mullen, Amanda – ProQuest LLC, 2022
Motivating students to learn and engaging them in the learning process is a constant struggle among teachers. The lack of motivation and engagement in reading lessons is one-reason elementary students are struggling to reach proficiency in reading. This systematic review used current literature to investigate the best practices seen in elementary…
Descriptors: Elementary School Students, Learning Motivation, Reading Skills, Best Practices
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Gambo, Yusufu; Shakir, Muhammad Zeeshan – Smart Learning Environments, 2021
Despite the increasing use of the self-regulated learning process in the smart learning environment, understanding the concepts from a theoretical perspective and empirical evidence are limited. This study used a systematic review to explore models, design tools, support approaches, and empirical research on the self-regulated learning process in…
Descriptors: Independent Study, Learning Processes, Electronic Learning, Learning Motivation
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Rustam Shadiev; Suping Yi – Interactive Learning Environments, 2023
This study was to review empirical studies on UAV usage in education. 43 papers were selected and reviewed with respect to the following dimensions: (1) publication time and source, (2) methodology in reviewed studies, and (3) main findings reported by researchers. The results showed that the highest number of published articles was between 2018…
Descriptors: Aviation Technology, Aviation Education, Educational Research, Undergraduate Students
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Fang, Jian-Wen; Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2022
Based on the Technology-Based Learning Model, the present study reviewed open online language learning research published in the Scopus database from 2009 to 2018, with a focus on research design, sample size, learning devices, target languages, language skills, the learners' education level, the learners' language proficiency level, learning…
Descriptors: Journal Articles, Second Language Learning, Second Language Instruction, MOOCs
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Koivuniemi, Marika; Järvenoja, Hanna; Järvelä, Sanna; Thomas, Valérie – Learning: Research and Practice, 2021
This study summarises existing instruments for measuring and supporting self-regulated learning (SRL) in schools using articles from the SCOPUS and Web of Science databases. We analyse how the instruments address cognition, motivation or emotions as a target for regulation and whether they acknowledge the phase of SRL (forethought, performance or…
Descriptors: Elementary School Students, Student Evaluation, Independent Study, Measures (Individuals)
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