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Xinli Zhang; Yuchen Chen; Danqing Li; Lailin Hu; Gwo-Jen Hwang; Yun-Fang Tu – Journal of Educational Computing Research, 2024
Robotics education has received widespread attention in K-12 education. Studies have pointed out that in robotics courses, learners face challenges in learning abstract content, such as constructing a robot with a good structure and writing programs to drive a robot to complete specific learning tasks. The present study proposed the embodied…
Descriptors: Robotics, Teaching Methods, Academic Achievement, Student Motivation
Fokides, Emmanuel; Kilintari, Eugenia – Education and Information Technologies, 2023
Holography is an emerging technology with interesting educational potential. Although the cost of devices able to display holograms is significant, there are alternative methods for producing pseudo-holograms with far less cost, such as 3D LED fan displays. Because the research regarding the impact these devices have on learning is limited, we…
Descriptors: Technology Uses in Education, Visual Aids, Computer Simulation, Elementary School Students
Larissa Aust; Birgit Schütze; Jan Hochweber; Elmar Souvignier – European Journal of Psychology of Education, 2024
Empirical studies on effects of formative assessment (FA) on motivational outcomes and underlying mechanisms are scarce. The core elements of FA, feedback and adaptive teaching behavior, might be helpful in promoting the experience of competence, which in turn is a prerequisite for promoting intrinsic motivation. However, instructional impact also…
Descriptors: Formative Evaluation, Student Motivation, Elementary School Students, Mathematics Instruction
Vasconcelos, André; Monsores, Jomar; Almeida, Tania; Quadros, Laura; Ogasawara, Eduardo; Quadros, João – Education and Information Technologies, 2023
The use of information technology in the academic environment has grown. Building different didactic techniques to help students learn and practice with Information Technology (IT) resources is common. However, applying these techniques does not necessarily mean that students may acquire knowledge. The differential idea of this work is to create…
Descriptors: Foreign Countries, Elementary Education, Elementary School Students, Computer Science Education
Baysal, Yunus Emre; Mutlu, Fatma; Nacaroglu, Oguzhan – International Journal of Psychology and Educational Studies, 2023
The aim of this study was to determine the effect of student-centered teaching applications on students' motivation toward science learning with a meta-analysis study. For this purpose, national and international databases were scanned and master's theses, doctoral dissertations, and articles prepared between 2010 and 2020 were investigated.…
Descriptors: Instructional Effectiveness, Student Centered Learning, Student Motivation, Science Education
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
Achmad Hidayatullah; Ratno Abidin; Abdul Muqit – Journal on Efficiency and Responsibility in Education and Science, 2024
The primary objective of this study is to explore the interrelation between motivation, self-efficacy, and behavioral engagement in primary school mathematics learning. This study also examines the mediating role of self-efficacy in the relationship between motivation and behavioral engagement. The research involved 660 fifth and sixth grade…
Descriptors: Student Motivation, Self Efficacy, Elementary School Students, Teaching Methods
The Effect of Learning Cycle 5E+Powtoon on Students' Motivation: The Concept of Animal Metamorphosis
Resmo, Koraima; Leasa, Marleny – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
During the COVID-19 pandemic period, elementary school students experienced many learning difficulties, which resulted in decreased learning motivation. This study aimed to determine the effect of the 5e+Powtoon learning cycle learning model on learning motivation in science. This quasi-experimental research was conducted at public Elementary…
Descriptors: Teaching Methods, Instructional Effectiveness, Student Motivation, Animals
Relative Effects of Classroom Utility Value Intervention on the Science Motivation of Girls and Boys
Shin, Dajung Diane; Lee, Minhye; Jung, Seoyeon Julie; Bong, Mimi – Research in Science Education, 2023
Emerging evidence attests to the need to intervene in young students' science motivation and achievement before their science motivation starts to dwindle. Heeding this call, we implemented a science utility value intervention for fifth and sixth graders in 23 classrooms (N = 550). Through five intervention sessions that consisted of diverse…
Descriptors: Intervention, Student Motivation, Science Education, Gender Differences
Pei-Zhen Chen; Ting-Chieh Chang; Ching-Lin Wu – Educational Studies, 2024
In previous research, gamified classroom management has been found to improve high school students' classroom participation. This study applied gamification classroom management through a "Class of Oz" in an elementary school to cultivate students' learning. Two classes were randomly assigned to the experimental group, and the other two…
Descriptors: Role Playing, Gamification, Classroom Techniques, Student Motivation
Tibor Krizsan; Dragan Lambic – Education and Information Technologies, 2024
Pair programming is a technique in which two students collaborate on programming tasks. This study aimed to investigate attitudes, toward pair programming with a focus on anxiety, motivation, stress, and efficiency. The sample population consisted of 168 students from three primary schools in Vojvodina (Serbia). The students were aged 6.5-11 years…
Descriptors: Foreign Countries, Student Motivation, Stress Variables, Skills
Yulia Setia Permana; Dadang Cunandar – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2025
This study explores using a guided note-taking strategy to address the issue of low listening skills among students. The primary aim is to evaluate the effectiveness of this strategy in strengthening listening skills. Conducted as qualitative research using a descriptive method, the study involved a school principal, classroom teachers, and three…
Descriptors: Foreign Countries, Elementary School Students, Elementary School Teachers, Grade 4
Barekat, Nima Asemani – International Journal of Curriculum and Instruction, 2023
In the 21st Century, it has become more difficult for teachers to attract students to the curriculum due to many factors that entertain students. Hence, teachers need to think about teaching methods that indirectly motivate students to learn. Moreover, this need is more felt in mathematics because it requires the constant creation of new cognitive…
Descriptors: Foreign Countries, Grade 6, Elementary School Students, Play
Naujoks, Nick; Gölitz, Dietmar; Tellesch-Bülow, Christiane; Händel, Marion; Schubert, Jan Christoph – International Research in Geographical and Environmental Education, 2022
This study investigates students' motivation during experimentation in geography lessons by implementing a newly developed experimental kit on soils (GeoBox) in Germany. The study focuses on a first evaluation by means of a one-group pretest/posttest design. Fifth-grade students (N = 166) answered a questionnaire pertaining to regular geography…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Student Motivation
Mee, Rita Wong Mee; Pek, Lim Seong; Von, Wong Yee; Ghani, Khatipah Abd; Shahdan, Tengku Shahrom Tengku; Ismail, Md Rosli; Rao, Yugeshineey Subba – International Journal of Language Education, 2021
The concept of gamification has spread widely in recent years supported by the development of technology, especially due to the plethora of computers and video games and game apps for other devices. Gamification is the use of game thinking and game mechanics in non-game contexts that support play to engage users in solving problems or created for…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Learner Engagement