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Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
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Fitzpatrick, Dan; Collier, Daniel A.; Parnther, Ceceilia; Du, Yu; Brehm, Chelsea; Willson-Conrad, Angela; Beach, Andrea; Hearit, Keith – Higher Education Research and Development, 2021
Colleges and universities are paying increasing attention to students' transition into post-secondary education, including the provision of support to freshmen through structured First-Year Experiences (FYEs). Although low- and-moderate-income students are participating in post-secondary education at increased rates, their performance remains…
Descriptors: College Freshmen, First Year Seminars, Mentors, Student Characteristics
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Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
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Karkar Esperat, Tala Michelle – International Journal of Qualitative Studies in Education (QSE), 2022
Ongoing research shows that online teaching has become a popular source of learning at educational institutions. Evidence illustrates that many international students encounter challenges in their online classes. These difficulties are involved in communication with professors and peers, and their engagement with the coursework. This study extends…
Descriptors: Foreign Students, Educational Improvement, Online Courses, Case Studies
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Asrowi; Gunarhadi; Hanif, Muhammad – International Journal of Education and Practice, 2019
This research was conducted to measure the impact of counseling among children with learning difficulties in terms of motivation and self-confidence. This study is an action research. The research took place in an inclusive school in Indonesia conducted in collaboration between special education teacher, counselor and practitioners. The subjects…
Descriptors: Role Playing, Children, Learning Problems, Students with Disabilities
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Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
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Iwamoto, Darren H.; Hargis, Jace; Bordner, Richard; Chandler, Pomaika'inani – International Journal for the Scholarship of Teaching and Learning, 2017
The purpose of this scholarship of teaching and learning was to define and assess the level of self-regulation skills undergraduate students possess. Participants completed the Motivated Strategies for Learning Questionnaire (MSLQ). Through the analysis of the MSLQ, students reported having high expectations for themselves. Yet, students were…
Descriptors: Metacognition, Teaching Methods, Learning Processes, Higher Education
Ferlazzo, Larry – Educational Leadership, 2017
Personalized learning has the potential to greatly improve student achievement--but realistic teachers know that any instructional strategy will only be effective if students are willing to do the work. That is why Larry Ferlazzo emphasizes the importance of weaving intrinsic motivation into every personalized learning classroom. Four key elements…
Descriptors: Learner Engagement, Individualized Instruction, Learning Motivation, Motivation Techniques
Dincer, Ali; Yesilyurt, Savas; Demiröz, Hakan – Online Submission, 2017
This study seeks to extend our present knowledge of language learners' classroom engagement by exploring the relationship between the multidimensional classroom engagement and the group variables: course achievement, course absence and motivational orientation to learn English. A survey research design was adopted, and 122 EFL learners provided…
Descriptors: Foreign Countries, College Students, Learner Engagement, Second Language Learning
Alsawaier, Raed S. – ProQuest LLC, 2018
The purpose of this mixed-method study was to explore the effects of the use of gamification on students' motivation and engagement in the college environment. The study drew from three theoretical principles: Self-determination theory, new literacy studies, and behaviorism. The study was conducted at Washington State University on two English…
Descriptors: Game Based Learning, Learner Engagement, Instructional Effectiveness, College Students
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Henry, Alastair; Thorsen, Cecilia – Language Teaching Research, 2020
Demotivation (Dörnyei & Ushioda, 2011) and non-participation (Norton, 2001) characterize negative responses to classroom practice of a generally chronic nature. In this article, focus is directed to negativity that emerges within the context of a particular language developing activity, and which can be understood as a situated response to the…
Descriptors: Learning Motivation, Teaching Methods, Second Language Learning, Second Language Instruction
Holquist, Samantha E.; Cetz, Jared; O'Neil, Santiago D.; Smiley, Dana; Taylor, Laney M.; Crowder, Marisa K. – McREL International, 2020
Approximately 40 to 60 percent of America's high school students are chronically disengaged (i.e., inattentive, exert little to no effort, do not complete tasks, and claim to be bored; National Research Council and Institute of Medicine, 2004). Disengagement is so widespread that it has been labeled the "Silent Epidemic" (Bridgeland et…
Descriptors: Learning Processes, Learner Engagement, High School Students, Student Attitudes
Budzinska, Katarzyna, Ed.; Majchrzak, Olga, Ed. – Springer, 2021
This book demonstrates how resources taken from positive psychology can benefit both teachers and learners. Positive psychology is the empirical study of how people thrive and flourish. This book explores a range of topics, such as affectivity and positive emotions, engagement, enjoyment, empathy, positive institutions, a positive L2 self-system,…
Descriptors: Second Language Learning, Second Language Instruction, Psychology, Empathy
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Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
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Rios, Tetyana; Elliott, Marquita; Mandernach, B. Jean – Journal of Educators Online, 2018
The key to the success of any online program is dedicating attention to student satisfaction. Student satisfaction with what and how they learn in an online classroom is an important variable to understand and can help instructors and course designers create an environment that fits students' needs. This can be achieved with adequate course…
Descriptors: Educational Strategies, Online Courses, College Students, Student Satisfaction
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