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Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Cheng Zeng; Linda Fisher – ECNU Review of Education, 2024
Purpose: Mobile-assisted language learning (MALL) apps such as Duolingo have great potential for promoting learners' motivation to learn a second language (L2). However, little research has investigated how this motivational impact takes place. Additionally, despite the flexibility of mobile learning, most existing studies are conducted in…
Descriptors: Second Language Learning, Handheld Devices, English (Second Language), Foreign Countries
Euan M. S. Frew – ProQuest LLC, 2023
Technology integrated, flipped classroom design offers opportunities to engage students on various levels and through meaningful ways. Introducing this learning environment to students at an early age is likely to change their motivation for learning towards physical literacy and influence their lifelong participation in physical activity. The…
Descriptors: Educational Technology, Flipped Classroom, Physical Education, Grade 8
Nursakinah, Yulianita; Prima, Eka Cahya; Agustin, Rika Rafikah – Journal of Science Learning, 2023
The lack of digital media to support middle school chemistry learning needs further expanded. Hence, an Android application as a learning media on acid, base, and salt topics was needed. This study aims to develop FunLABS (Fun Learning Acid, Base, and Salt) android-based applications. This study used a DDD-E model of development as a research…
Descriptors: Handheld Devices, Computer Oriented Programs, Chemistry, Science Instruction
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
Edi Supriyadi; T. Turmudi; Jarnawi Afgani Dahlan; Dadang Juandi – Malaysian Journal of Learning and Instruction, 2024
Purpose: This study aimed to conduct a needs analysis for developing the ethnomathematics e-module based on Sundanese Gamelan to facilitate mathematics learning in junior high school. Specifically, this study identified crucial components for module development and to gather feedback from both students and teachers regarding the learning material.…
Descriptors: Mathematics Education, Junior High School Students, Culturally Relevant Education, Student Motivation
Cetintav, Gulay; Yilmaz, Ramazan – Journal of Educational Computing Research, 2023
This study aimed to investigate the effects of augmented reality (AR) applications in geometry teaching on academic achievement, self-regulated learning skills (SRLS), and motivation of secondary school students. The research was carried out on students in the eighth grade at a state secondary school in Turkey. The research was carried out…
Descriptors: Computer Simulation, Geometry, Mathematics Instruction, Mathematics Achievement
Katharina Alexandra Whalen; Alexander Renkl; Alexander Eitel; Inga Glogger-Frey – Journal of Computer Assisted Learning, 2024
Background: Students often show unfavourable attribution: they attribute poor school performance to stable factors such as lack of ability and good school performance to variable factors such as effort. However, attribution can be influenced by individualized digital re-attributional feedback leading to positive motivational effects and higher…
Descriptors: Feedback (Response), Computer Mediated Communication, Secondary School Mathematics, Student Motivation
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Okumus, Aysegül – International Online Journal of Education and Teaching, 2020
Digital storytelling is the focus of the present study due to scarcity of studies in Turkey. This study investigates the perceptions of 8th grade students on the integration of technology via Digital Storytelling to English courses. Another aim is to find out students' preferences for topic and characters in their digital stories. The study was…
Descriptors: Grade 8, Student Attitudes, Story Telling, Educational Technology
Eppard, Jenny; Williams, Cara; Hojeij, Zeina; Johnson, Jason D. – International Journal of Education in Mathematics, Science and Technology, 2022
This study examined the impact of iPad integration on student motivation, engagement, and learning skills in a mathematics program. Subjects included 143 students aged 8 to 14 years old and 63 parents in an Indian-based school in Dubai where the national curriculum required the use of tablets be integrated into school subjects starting at grade…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Integration
Güngörmez, Hatice Gülmez – International Journal of Education and Literacy Studies, 2021
This study aims to investigate the relationship between secondary school students' self-learning with technology and test anxiety. The study was conducted using a correlational survey model. The participants of this study are made up of 128 students of 7th and 8th grade, studying in three secondary schools in Adiyaman province of Turkey in the…
Descriptors: Secondary School Students, Educational Technology, Test Anxiety, Grade 7
Florence M. Olifant; Madoda P. Cekiso; Naomi Boakye – Reading & Writing: Journal of the Literacy Association of South Africa, 2023
Background: In the education sector, technologies are (or can be) repurposed in the Fourth Industrial Revolution (4IR) to facilitate teaching and learning. However, this shift may impact on learners' access to reading materials and reading motivation. Objectives: The aim of the study was to determine whether Grade 8 English First Additional…
Descriptors: Industrialization, Instructional Materials, Reading Materials, Reading Motivation
Afriani, Tina; Agustin, Rika Rafikah; Eliyawati – Journal of Science Learning, 2019
This research aims to investigate the effect of guided inquiry laboratory activity with video embedded on students' understanding and students' motivation in learning lights and optics topic. The method used in this research was pre-experiment. The sampling technique used in this research was convenience sampling, and the samples were taken from…
Descriptors: Inquiry, Science Laboratories, Science Instruction, Video Technology
Marttinen, Risto; Daum, David; Fredrick, Ray N.; Santiago, Joshua; Silverman, Stephen – Research Quarterly for Exercise and Sport, 2019
Purpose: This study sought to explore students' experiences of the Fitness Integrated with Technology (F.I.T.) unit and of their perceptions of using technology in physical education. Method: This manuscript is part of a larger mixed-methods study that measured student attitude and physical activity (PA) levels of 221 students in sixth, seventh,…
Descriptors: Student Attitudes, Educational Technology, Technology Integration, Physical Fitness