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Sha Tian; Wenjiao Yang – Education and Information Technologies, 2024
The growing popularity of interpreting technology in the industry has raised awareness of incorporating it into interpreter education. However, it is unclear what factors may contribute to students' behavioral use and the consequent effects of using it. With the addition of three external factors (motivation, task-technology fit, and technology…
Descriptors: Translation, Educational Technology, Technology Integration, Technology Uses in Education
Naoko Taguchi; Elizabeth Hanks – Modern Language Journal, 2024
Research indicates that high-immersion virtual reality (VR) has several unique affordances for language learning that contribute to learning outcomes, such as boosting learners' confidence, engagement, and motivation. However, little is known about the extent to which VR promotes language skills, in particular learners' verbal interaction using a…
Descriptors: Second Language Learning, Electronic Learning, Computer Simulation, Educational Technology
Amra Kapo; Lena Djordjevic Milutinovic; Lazar Rakovic; Slobodan Maric – Education and Information Technologies, 2024
As a result of the pandemic, but also of the rapid advancement of technology in general, e-learning has emerged as a popular method of education, providing students with flexibility and accessibility. Understanding the factors that influence students' levels of learning and accomplishment in this digital learning environment is therefore critical…
Descriptors: Educational Technology, Electronic Learning, Student Motivation, Incentives
Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
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
Özeren, Seçil; Top, Ercan – Malaysian Online Journal of Educational Technology, 2023
This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students' views on augmented reality applications. For this purpose, the augmented reality application called "CellAR" has been developed for the "Cell and…
Descriptors: Computer Simulation, Academic Achievement, Student Motivation, Secondary School Students
Altinpulluk, Hakan; Kilinc, Hakan; Alptekin, Gokhan; Yildirim, Yusuf; Yumurtaci, Onur – Open Praxis, 2023
The aim of this study was to determine the relationship between the intrinsic motivation levels and self-directed learning levels of learners within a massive open online course environment. In addition, the relationship between these variables and the technology competences/average daily use times of technology were also studied. This study was…
Descriptors: MOOCs, Independent Study, Student Motivation, Correlation
Maria de Lourdes Acedo de Bueno – ProQuest LLC, 2023
The problem addressed in this study involved the motivations, the experiences of international students, and how these experiences affect the professional practices and personal lives of Venezuelan professional educators in the pursuit of international higher education studies. Although Venezuelan professionals were pursuing international higher…
Descriptors: Foreign Countries, Foreign Students, Higher Education, Teacher Motivation
Michael Wang – ProQuest LLC, 2023
College algebra is regarded as a gatekeeper course for attaining degrees, higher paying jobs, and overall individual empowerment. Educational stakeholders have reconsidered alternative instructional approaches such as computer-assisted instruction (CAI) to curb high failure rates and increase retention rates among college algebra students. One…
Descriptors: College Mathematics, Mathematics Instruction, Algebra, Educational Technology
Priyanshu Sharma – Online Submission, 2024
Traditional mathematics instruction often fails to address the diverse learning needs of students, leading to frustration and disengagement. This study proposes personalized learning, emphasizing sequential learning, diagnostic assessments, and technology to tailor instruction. This research examines the potential of personalized learning to…
Descriptors: Mathematics Instruction, Individualized Instruction, Learner Engagement, Student Motivation
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Jing Yan; Shihui Liu; Catherine Armwood-Gordon; Lin Li – Education and Information Technologies, 2024
According to NSF (2017), even though the number of minority students in America's college-age population has been on the rise, those who choose Science, technology, engineering, and mathematics (STEM) as their majors are significantly fewer. There is an urgent need for African Americans, being the underrepresented minorities in STEM-related…
Descriptors: Flipped Classroom, Minority Group Students, STEM Education, Majors (Students)
Mohd Kamal Othman; Sim Kah Ching – Education and Information Technologies, 2024
This study investigates the impact of gamified learning, specifically through computerised and paper-based board games, compared to conventional teaching methods on science education for 10-year-old students. We conducted an experimental design with 574 Malaysian Type Chinese Primary School participants, using pre-and post-tests, questionnaires,…
Descriptors: Gamification, Science Education, Learner Engagement, Student Motivation
Nuray Akman Selcuk; Sevda Kucuk; Burak Sisman – Education and Information Technologies, 2024
This study examines the impact of educational robotics applications in Information Technologies and Software courses on the motivation, attitude towards robotics, and academic achievement of 6th-grade secondary school students. The research employed pre-experimental method encompassing 112 students. Students got training in robotics using the…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Student Motivation
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