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Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
Yahaya, Jamaiah; Fadzli, Sazrol; Deraman, Aziz; Yahaya, Noor Zaitun; Halim, Lilia; Rais, Izhar Abadi Ibrahim; Ibrahim, Siti Rohana Ahmad – Education and Information Technologies, 2022
Pollution from quarry activities has a substantial environmental impact on many countries. This issue should be addressed accordingly as its impact may introduce various health-related problems to the surrounding community. One alternative is to increase awareness for the younger generation and society at large. However, environmental data…
Descriptors: STEM Education, Models, Computer Assisted Instruction, Environmental Education
Üçgül, Memet; Altiok, Serhat – Education and Information Technologies, 2023
3D printing technology has an influence on a variety of industries such as automotive, engineering, medical, aerospace, sports, fashion, education, and more. In education, 3D printing is used in many different fields like pharmacy, mathematics, biology, chemistry, art education, graphic design, engineering, and even in early childhood and special…
Descriptors: Preservice Teachers, Student Attitudes, Information Technology, Technology Integration
Marwan Abualrob; Thawra Awad – Science Education International, 2024
This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus…
Descriptors: Computer Simulation, Educational Technology, Models, Instructional Effectiveness
Maushagen, Jan; De Troyer, Olga – International Association for Development of the Information Society, 2021
We propose a novel model for learning environments to target the characteristics of digital natives and to improve informal learning practices, i.e. the exploration, discovery and self-monitoring of learning content and the reflection on learning activities. The Mobile Playful Learning Environment (MPLE) model is defined as consisting of seven…
Descriptors: Educational Environment, Handheld Devices, Play, Models
Kalinkara, Yusuf; Talan, Tarik – Journal of Learning for Development, 2022
Various theories and models are used to understand the impact of technology in education. One of these models is the UTAUT-2 model. This model allows us to understand the acceptance and use of technology. In this study, students' intentions and behaviours related to using the UBYS system, which is used as a learning management system, were…
Descriptors: Educational Technology, Technology Uses in Education, Models, Intention
Schulze-Buxloh, Lina; Grob, Rolf; Ulbrich, Michelle – International Society for Technology, Education, and Science, 2021
The worldwide Corona pandemic has severely restricted student projects in the higher semesters of engineering courses. In order not to delay the graduation, a new concept had to be developed for projects under lockdown conditions. Therefore, unused rooms at the university should be digitally recorded in order to develop a new usage concept as…
Descriptors: Computer Simulation, Distance Education, Educational Technology, Models
Coppens, Leonora C.; Hoogerheide, Vincent; Snippe, Elleke M.; Flunger, Barbara; van Gog, Tamara – Instructional Science: An International Journal of the Learning Sciences, 2019
Example-based learning (i.e., studying examples to learn a problem-solution procedure, often alternated with solving practice problems) leads to better learning outcomes than solving practice problems only, and video examples are increasingly being used in online and blended learning environments. Recent findings show that the presentation order…
Descriptors: Problem Solving, Academically Gifted, Student Motivation, Self Esteem
Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
Esteban-Millat, Irene; Martínez-López, Francisco J.; Pujol-Jover, Maria; Gázquez-Abad, Juan Carlos; Alegret, Alejandro – Interactive Learning Environments, 2018
This study advances the understanding of the process by which students accept and use e-learning environments. This is a key aspect in studying the online behaviour of students, as it directly influences their conduct in their capacity as users of learning products. To address the lack of empirical data on the adoption of this type of learning…
Descriptors: Educational Technology, Technology Uses in Education, Student Motivation, Models
Fianu, Eli; Blewett, Craig; Ampong, George Oppong – Education & Training, 2020
Purpose: The study seeks to investigate the factors that influence MOOC usage by students in tertiary institutes in Ghana. Design/methodology/approach: As this study sought both to test existing UTAUT variables and potentially identify additional variables impacting MOOC usage, a mixed method approach was used. The quantitative study was used to…
Descriptors: Foreign Countries, Online Courses, Large Group Instruction, Models
Park, Yun Claire – Journal of Educational Technology Systems, 2022
The discrepancy between students' understanding of domain knowledge and their actual competencies to use tacit knowledge for a given task has been an issue to consider when instruction is designed, implemented, and revised. In this study, the researcher examines teaching and learning processes in which a Problem-Based Learning (PBL) design model…
Descriptors: Learning Experience, Problem Based Learning, Teaching Methods, Instructional Design
Geer, Ruth; White, Bruce; Zeegers, Yvonne; Au, Wing; Barnes, Alan – British Journal of Educational Technology, 2017
iPads are becoming popular as 1:1 devices in many classrooms, enabling teachers to implement pedagogies that will enhance student learning. Such mobile tools offer many affordances which can increase student motivation and autonomy. Nevertheless, without a change in pedagogy, they are unlikely to bring about any significant impact on student…
Descriptors: Teaching Methods, Handheld Devices, Educational Change, Models
Shroff, Ronnie H.; Keyes, Christopher J. – Journal of Information Technology Education: Research, 2017
Aim/Purpose: By integrating a motivational perspective into the Technology Acceptance Model, the goal of this study is to empirically test the causal relationship of intrinsic motivational factors on students' behavioral intention to use (BIU) a mobile application for learning. Background: Although the Technology Acceptance Model is a significant…
Descriptors: Student Motivation, Student Behavior, Intention, Telecommunications
Valencia, Jorge Andrick Parra; Dallos, Adriana Rocío Lizcano; Ballesteros, Eliécer Pineda – Educational Research and Reviews, 2017
This study presents a mechanism which explains the effect of synchronous communication on students' perception of the training process in virtual learning methodology used in a postgraduate programme at the University of Santander. We use System Dynamics to design a mechanism that integrates motivation, confidence, trust, and autonomy in students.…
Descriptors: Educational Technology, Technology Uses in Education, Synchronous Communication, Student Attitudes