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No Child Left Behind Act 20013
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Butyrina, Mariya; Hyrina, Tetiana; Penchuk, Inna; Bondarenko, Iryna; Skurtul, Ganna; Tiapkina, Nataliia – Journal of Curriculum and Teaching, 2022
The new era of the 21st century is characterized by the rapid pace of digitalization of society and the development of information and communication technologies (ICTs). ICTs are transforming the basics of educational activities from the physical environment to the virtual one. There is a similarity between technology and media in content and…
Descriptors: Information Technology, Educational Technology, Media Literacy, College Students
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Chen, Mei-Fen; Chen, Yu-Chi; Zuo, Pei-Ying; Hou, Huei-Tse – Education and Information Technologies, 2023
Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students' thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness…
Descriptors: Gamification, Educational Technology, COVID-19, Pandemics
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Kilinc, Hakan; Buyuk, Koksal – E-Learning and Digital Media, 2023
This experimental study within the scope of Anadolu University Open Education Faculty in Turkey aims to examine the effect of online group discussion techniques. In this context, the online group discussion technique, which is applied by dividing the learners into manageable groups in online learning environments, has been examined within the…
Descriptors: Foreign Countries, Group Discussion, Student Motivation, Interpersonal Relationship
Austin, Christine K. – ProQuest LLC, 2023
The purpose of this study was to better understand how students use instantaneous automatic online feedback in introductory level tertiary mathematics courses and what factors may influence their use. This study delved into two factors such as a student's mathematical attitude and their self-determination and explores the relationship between the…
Descriptors: Introductory Courses, Mathematics Education, Student Attitudes, Student Motivation
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
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Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
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Renjie Song; Yaru Zheng – SAGE Open, 2024
Learning Management Systems (LMS) are crucial in modern educational technology, enhancing education through personalized support, efficient resource management, and data-driven decision-making. LMS holds a pivotal position in contemporary higher education. This research explores undergraduate students' continued learning intentions, grounded in…
Descriptors: Intention, Learning Management Systems, Undergraduate Students, Educational Technology
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Saja Wardat; Mohammed Akour – Smart Learning Environments, 2024
This research explores the key motivating factors that influence student engagement with wearable technology (WT) in teaching English to speakers of other languages (TESOL) education. The study employs a novel, integrated framework that merges elements from the established technology acceptance model (TAM), Flow Theory, and additional factors…
Descriptors: Technology Uses in Education, English (Second Language), Second Language Instruction, Educational Technology
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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
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Glenn Stockwell; Yijen Wang – Educational Technology & Society, 2024
With mobile phones now in the hands of virtually all of our learners, it is becoming increasingly more difficult to imagine environments that do not include learning through mobile devices in even some small capacity. The interest in mobile learning is reflected in the enormous number of publications which have appeared over the past 10 to 15…
Descriptors: Handheld Devices, Telecommunications, Second Language Learning, Educational Technology
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Kew, Si Na; Tasir, Zaidatun – Education and Information Technologies, 2022
The emergence of Learning Analytics has brought benefits to the educational field, as it can be used to analyse authentic data from students to identify the problems encountered in e-learning and to provide intervention to assist students. However, much is still unknown about the development of Learning Analytics intervention in terms of providing…
Descriptors: Learning Analytics, Intervention, Electronic Learning, Educational Technology
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Mohtar, Mujahid; Md Yunus, Melor – Arab World English Journal, 2022
The COVID-19 pandemic has forced the education sector to switch to online learning. To make the transition a success, there is a need to understand students' perception towards online learning and design a learning experience around it. Thus, the aim of this paper is to identify students' perceptions towards online learning in terms of motivation,…
Descriptors: COVID-19, Pandemics, Electronic Learning, Student Motivation
Elizabeth E. Brittingham – ProQuest LLC, 2022
This study looks at the use of the multimedia learning platform, Quizlet, to help newcomer ESOL students learn English vocabulary. The use of Quizlet to learn vocabulary is supported by Mayer's Cognitive Load Theory. With an influx of ESOL students, and a lack of teacher training, Quizlet may help to create a more equitable solution for newcomer…
Descriptors: Multimedia Materials, Educational Technology, Game Based Learning, English (Second Language)
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Devisakti, A.; Muftahu, Muhammad – Interactive Technology and Smart Education, 2023
Purpose: The explosion of technology has revolutionized the teaching and learning process in higher education. Students are using the digital technology to aid their learning process. In this sense, digital divide exists among students in higher education as they come from different socioeconomic backgrounds. Thus, this study aims to examine the…
Descriptors: Electronic Learning, Educational Technology, Access to Computers, Disadvantaged
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