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Jennifer M. Schneider – ProQuest LLC, 2022
Project-based learning is used in K-12 schools to foster student agency, engagement, autonomy, and motivation. Constructivist and motivation theories support project-based learning in the classroom. Project-based learning approaches in education use the essential standards of project-based learning to establish in-person learning or online…
Descriptors: Active Learning, Student Projects, Learner Engagement, Student Motivation
Ali Abusalem; Lorraine Bennett; Dimitra Antonelou-Abusalem – Athens Journal of Education, 2024
Before the COVID-19 outbreak, universities were already exploring the potential of online education. Colleges and universities throughout the world became more reliant on online learning management systems (LMSs) and videoconferencing tools like "Zoom" and "Microsoft Teams" during the 2020-2021 campus' lockdowns. The transition…
Descriptors: Electronic Learning, Learner Engagement, School Holding Power, Foreign Countries
Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Natalie Nussli; Kevin Oh; Jason P Davis – E-Learning and Digital Media, 2024
This research investigates teacher candidates' experiences during two semesters of imposed remote instruction during a pandemic. Through qualitative research interviewing, the perceptions of a purposeful sample of five preservice teachers were captured to investigate the faculty's emergency remote teaching approaches. The theory-based interview…
Descriptors: Preservice Teachers, Distance Education, Online Courses, Pandemics
Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Kenzhegul Shalgimbekova; Tatyana Smagliy; Rosa Kalimzhanova; Zhansaya Suleimenova – Cogent Education, 2024
The research aims to investigate the influence of integrating innovative teaching technologies on the effectiveness of the educational process and student motivation. This article employed a quantitative research design utilizing a questionnaire. The total number of participants in the study was 150 students. Participants were divided into…
Descriptors: Educational Technology, Educational Innovation, Student Motivation, Learning Processes
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Alrajhi, Assim S. – International Journal of Computer-Assisted Language Learning and Teaching, 2023
This longitudinal study used a mixed-methods approach to investigate multiple digital multimodal composition (DMC) tasks effect on EFL learners' attitudes toward DMC. The sample consisted of Arabic-speaking students (n = 40), enrolled in an English language program at a Saudi university. Data comprised multiple sources, including five online…
Descriptors: English (Second Language), Second Language Learning, Student Attitudes, Arabic
Ramashego Shila Mphahlele; Mantsose Jane Sethusha; Phumza Makgato-Khunou; Matlakalana Sara Mpho Tshesane; Richard Wright; Denzil Chetty; Geoffrey Pinagase Tshephe – International Journal of E-Learning & Distance Education, 2023
The COVID-19 pandemic has profoundly impacted higher education institutions worldwide, prompting a rapid shift towards online learning environments. This study aims to assess the e-readiness of first-year students in using the Learning Management System (LMS) in the context of COVID-19. The researchers used the Technology Acceptance Model (TAM)…
Descriptors: College Freshmen, Foreign Countries, COVID-19, Pandemics
Johnson, Frances V. – ProQuest LLC, 2023
The use of digital game-based learning has increased in recent years. Educators have a plethora of digital tools to complement their pedagogical practices and to support student learning. This qualitative study examined how 10 high school math teachers perceived the use of Kahoot! as an instructional intervention, and how teachers perceived the…
Descriptors: Educational Technology, Educational Games, Pedagogical Content Knowledge, Technological Literacy
Yildirim, Denizer; Gülbahar, Yasemin – Technology, Knowledge and Learning, 2022
This study aims to determine indicators that affect students' final performance in an online learning environment using predictive learning analytics in an ICT course and Turkey context. The study takes place within a large state university in an online computer literacy course (14 weeks in one semester) delivered to freshmen students (n = 1209).…
Descriptors: Electronic Learning, Foreign Countries, Computer Literacy, College Freshmen
Almagarbeh, Bassam – Journal of Practical Studies in Education, 2022
The use of digital techniques has become very common inside the classroom as the past few decades witnessed a continuous development in the field of education. Concerning EFL language teaching and learning, digital information has developed to be usual practice in the classroom. The number of EFL learners who are considered "highly…
Descriptors: English (Second Language), Second Language Instruction, Educational Technology, Technology Uses in Education
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education