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Silalahi, Dumaris E.; Siallagan, Haposan; Munthe, Bangun; Herman; Sihombing, Partohap Saut Raja – Journal of Curriculum and Teaching, 2022
This research was a the students' motivation in learning English by using zoom platform during COVID-19 pandemic. During COVID-19, all teaching and learning process have been conducted from offline to online methods. The increasing of using the media in learning process such as android become a new phenomena, but the motivation of students in…
Descriptors: COVID-19, Pandemics, Teleconferencing, Student Motivation
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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
Clarice A. Calhoun – Online Submission, 2024
The present study investigated the correlation between achievement and motivation in high school advanced placement students. This study looked into the gap of how much motivation an AP student needs to reach achievement because of increased student involvement in an AP classroom. This study analyzes this correlation with a qualitative interview…
Descriptors: Correlation, Academic Achievement, Advanced Placement, Honors Curriculum
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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
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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
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Duman, Ibrahim; Horzum, Mehmet Baris; Randler, Christoph – International Journal of Psychology and Educational Studies, 2020
Intrinsic motivation has a crucial role in students' learning and should therefore be taken into consideration in educational activities. In this study, the short scale of intrinsic motivation scale developed by Wilde et al. in 2009 was adapted to Turkish Culture. This is an intrinsic motivation scale, which is an adapted, time-economic version of…
Descriptors: Test Construction, Turkish, Student Motivation, High School Students
Haider, Zeest; Parise, Leigh – MDRC, 2023
When students drop out of high school there are substantial social and economic consequences that can persist throughout their lives. They are more likely to be unemployed, to become teenage parents, to become involved in the criminal justice system, and to suffer a lifetime of low wages. Dropout rates soared during the COVID-19 pandemic as…
Descriptors: Dropouts, High School Students, Grade 11, Grade 12
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
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Mouratidis, Athanasios; Michou, Aikaterini; Telli, Sibel; Maulana, Ridwan; Helms-Lorenz, Michelle – British Journal of Educational Psychology, 2022
Background: Provision of structure in classroom settings constitutes one of the pillars of conducive learning environments. However, little is known whether the particular elements of provided structure--namely, contingency, clear expectations, help and support, and monitoring--are equally important for student learning and motivation. Aims: In…
Descriptors: Foreign Countries, Adolescents, Student Motivation, Personal Autonomy
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Calabrese, Julia E.; Capraro, Robert M. – Journal of Research in Innovative Teaching & Learning, 2022
Purpose: In distinguishing the education of adults from the education of children, a gray area lies on where to classify gifted and honors students. The purpose of this study was to determine if the attitudes of students at an honors STEM summer camp paralleled the educational needs of adults, namely self-directed learning.…
Descriptors: Academically Gifted, Gifted Education, Student Attitudes, Honors Curriculum
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Van Vo, De; Csapo, Beno – European Journal of Psychology of Education, 2022
The purpose of this study is to explore students' motivation towards science learning at different grade levels and to investigate whether inductive reasoning can contribute to an explanation of science motivation. The study conducted a cross-sectional assessment in six public schools in Vietnam with a total population of 813 students from the…
Descriptors: Foreign Countries, Elementary School Students, High School Students, Science Education
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Motevalli, Saeid; Hamzah, Mohd Sahandri Ghani; Roslan, Samsilah; Hamzah, Siti Raba'ah; Garmjani, Maryam Gholampour – Asian Journal of University Education, 2021
The aim of the present study was to investigate the effectiveness of study skills training on the qualitative academic achievement of girl high school students. This study was conducted by using an experimental design with pretest, posttest, and follow-up with the control group. The participants were 32 students from girl high school students of…
Descriptors: Study Skills, Skill Development, Academic Achievement, High School Students
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Prijambodo, Clementin Kortisarom; Lie, Anita – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This study aimed at exploring students' online-learning exposures involving their readiness and motivation to learn English using synchronous video conferences, as well as investigating the possible relationship between the readiness and motivation. To fulfill these objectives, three research questions were formed: (1) What is…
Descriptors: High School Students, Learning Readiness, Student Motivation, Videoconferencing
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Katharina Alexandra Whalen; Alexander Renkl; Alexander Eitel; Inga Glogger-Frey – Journal of Computer Assisted Learning, 2024
Background: Students often show unfavourable attribution: they attribute poor school performance to stable factors such as lack of ability and good school performance to variable factors such as effort. However, attribution can be influenced by individualized digital re-attributional feedback leading to positive motivational effects and higher…
Descriptors: Feedback (Response), Computer Mediated Communication, Secondary School Mathematics, Student Motivation
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Yoon-Kyoung Kim; Tae-Young Kim – Language Teaching Research, 2024
This study aims to enhance second language (L2) learners' motivation and facilitate successful L2 learning by using motivational languaging, an intervention that encourages learners to reflect on, and externalize, their L2-speaking, competent future self-concepts by writing or speaking about them. Two types of effective languaging activities were…
Descriptors: Intervention, Second Language Learning, Grade 10, High School Students
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