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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Vianchá Pinzón, Mildred Alexandra; Parra Guarnizo, José Alirio – Electronic Journal of Research in Educational Psychology, 2023
Introduction: The discussion around academic achievement in the context of distance education has raised the need to develop studies that allow identifying the variables that best predict it. The goal of this study was to analyze the fit of a structural equations model that assumes that sociodemographic variables, personality traits, motivation…
Descriptors: Predictor Variables, Academic Achievement, Psychology, Distance Education
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Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
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Vonkova, Hana; Moore, Angie – Bulgarian Comparative Education Society, 2021
Content and language integrated learning (CLIL) and English as a medium of instruction (EMI) are emerging as the preferred contexts of language learning. CLIL and EMI classes continue to proliferate in schools around the globe. The aim of this paper is to investigate the current research trends in studies of motivation to learn within EMI and CLIL…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Content and Language Integrated Learning
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García Botero, Gustavo; Questier, Frederik; Zhu, Chang – Computer Assisted Language Learning, 2019
Can mobile-assisted language learning (MALL) foster self-directed learning outside the classroom? This article examines informal, out-of-class engagement with a MALL tool: Duolingo. After being invited to use Duolingo, 118 higher education language students agreed to have their activity in the application tracked. In addition to the data collected…
Descriptors: Telecommunications, Handheld Devices, College Students, Educational Technology
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Olaya, Marian Lissett – GIST Education and Learning Research Journal, 2018
This article focuses on how the incorporation of autonomy into university students' learning process improves their English language performance. The participants of this study were 25 students of engineering programs in a public university. Data collection was done through observation, a survey, and a group interview. Two categories that emerged…
Descriptors: Student Centered Learning, English (Second Language), Second Language Learning, Second Language Instruction
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García Botero, Gustavo; Questier, Frederik – Research-publishing.net, 2016
In an attempt to understand whether Mobile-Assisted Language Learning (MALL) could foster students' self-directed learning, this paper analyzes a self-directed learning experience by means of a language app: Duolingo. In this study, higher education language students were encouraged to use Duolingo outside of the classroom. The data collected via…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, College Students
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Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle – British Journal of Educational Technology, 2018
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Descriptors: Design, Computer Simulation, Architectural Education, Cooperative Learning
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Alvira, Roberto – PROFILE: Issues in Teachers' Professional Development, 2016
This article, based on an action research study performed at a Colombian middle-sized private university, proposes specific strategies to provide feedback to English as a foreign language learners and uses a Web 2.0 tool called "screencasting." The findings of the study suggest that the use of coded, written, and oral feedback is widely…
Descriptors: Action Research, Oral Language, Feedback (Response), English (Second Language)
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Espitia Cruz, Martha Isabel; Kwinta, Anna – PROFILE: Issues in Teachers' Professional Development, 2013
Recent technological development has created new pedagogical practices in the EFL classroom to maximize the time for students to use the language by considering online tools. Whilst working in a pedagogical context with new technologies, some educators were concerned with how online interaction in EFL content-based classes could be effectively…
Descriptors: Teaching Methods, English (Second Language), Second Language Learning, Second Language Instruction