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Akbari, Elham; Naderi, Ahmad; Simons, Robert-Jan; Pilot, Albert – Asian-Pacific Journal of Second and Foreign Language Education, 2016
Introduction: Nowadays, one of the most important questions in teaching and learning involves increasing the degree of students' engagement in learning. According to Astin's Theory of Student engagement, the best learning environment is one in which it is possible to increase students' engagement. The current study investigates the influences that…
Descriptors: Learner Engagement, Second Language Learning, Second Language Instruction, English (Second Language)
Rothes, Ana; Lemos, Marina S.; Gonçalves, Teresa – Adult Education Quarterly: A Journal of Research and Theory, 2017
This study investigated profiles of autonomous and controlled motivation and their effects in a sample of 188 adult learners from two Portuguese urban areas. Using a person-centered approach, results of cluster analysis and multivariate analysis of covariance revealed four motivational groups with different effects in self-efficacy, engagement,…
Descriptors: Learning Motivation, Learning Strategies, Independent Study, Profiles
Wilang, Jeffrey Dawala; Soermphongsuwat, Amnaj – Online Submission, 2018
The use of technology is becoming widespread in science and technology classes due to its overwhelming benefits in learning. Yet many English language teachers lack knowledge of the existing technologies and the 'know-how' to use it in the classroom. In this paper, the researchers report the pilot study conducted to explore the effects of virtual…
Descriptors: Computer Simulation, Undergraduate Students, English Language Learners, Language Teachers
Geelan, Benjamin; de Salas, Kristy; Lewis, Ian; King, Carolyn; Edwards, Dale; O'Mara, Aidan – Australian Educational Computing, 2015
Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an…
Descriptors: Foreign Countries, Educational Games, Undergraduate Study, Undergraduate Students
Greene, Barbara A. – Educational Psychologist, 2015
Research spanning 20 years is reviewed as it relates to the measurement of cognitive engagement using self-report scales. The author's research program is at the forefront of the review, although the review is couched within the broader context of the research on motivation and cognitive engagement that began in the early 1990s. The…
Descriptors: Educational Research, Measurement Techniques, Cognitive Processes, Rating Scales
Su, Yahui – Higher Education Research and Development, 2014
This paper examines the current understanding of the development of graduate attributes in higher education. The current understanding is rooted in the system-based, behaviouristic approach that emphasises the identification of graduate attributes and curriculum mapping. This approach gives little consideration to more relational-holistic,…
Descriptors: College Graduates, Student Characteristics, Learning Motivation, Student Motivation
Lai, Chun – British Journal of Educational Technology, 2019
The educational potentials of social media both in the formal and informal learning contexts have been widely acknowledged. However, how social media use in the informal contexts might influence students' learning in the formal contexts is still underexplored. Path analysis of 141 survey responses from secondary school ethnic minority students in…
Descriptors: Social Media, Second Language Learning, Second Language Instruction, Ethnic Groups
Spandler, Carl – Journal of Geoscience Education, 2016
Mineralogy is an essential component of Earth Science education, yet many students struggle to obtain adequate comprehension and knowledge of mineralogy during tertiary (postsecondary) degree programs. The use of educational games can be an effective strategy for science teaching as games provide an active learning environment that enhances…
Descriptors: Mineralogy, Science Instruction, Educational Games, Earth Science
Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
Habibi, Akhmad; Mukinin, Amirul; Riyanto, Yatim; Prasohjo, Lantip Diat; Sulistiyo, Urip; Sofwan, Muhammad; Saudagar, Ferdiaz – Turkish Online Journal of Distance Education, 2018
This inquiry examined student teachers' perceptions on the advantages of using Social Networking Services (SNS) in an English teacher education program at a public university in Jambi, Indonesia to ease the communication, supervision, discussion, and report submissions between supervisors and student teachers. The networking types included in the…
Descriptors: Foreign Countries, College Students, Student Teacher Attitudes, Educational Benefits
Jiménez, Patricia Kim – HOW, 2018
This manuscript reports the final findings of an exploratory, descriptive case study that aimed at exploring the perceptions of a group of English as a foreign language students in a public university regarding their English learning and the commitment level through the process. A questionnaire, a survey, and the teacher's diary were the…
Descriptors: Student Attitudes, Public Colleges, Language Attitudes, Case Studies
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Roksa, Josipa; Trolian, Teniell L.; Blaich, Charles; Wise, Kathleen – Higher Education: The International Journal of Higher Education Research, 2017
Extensive research on college impact has identified a range of practices that enhance students' academic outcomes. One practice--clear and organized instruction--has received increasing attention in recent research. While a number of studies have shown that clear and organized instruction is related to a range of postsecondary outcomes,…
Descriptors: Academic Achievement, Performance Based Assessment, Instructional Effectiveness, Educational Practices
Spencer, John – Educational Leadership, 2017
Genius Hour is a time built into the school day or week to enable students to actively create their learning rather than passively consume it. During the time set aside for Genius Hour, students choose what they will learn about, the strategies they will use to learn it, the pace of their work, the materials and resources they will use, and the…
Descriptors: Instructional Design, Learner Controlled Instruction, Learning Strategies, Pacing
Azzam, Amy M. – Educational Leadership, 2014
The author has looked at four decades of scientific research on human motivation and found a mismatch between what science tells us and what organizations actually do. In this interview with "Educational Leadership," Pink shares his insights on how schools can create more optimal conditions for learning--and how they can dial up…
Descriptors: Learning Motivation, Scientific Research, Interviews, Learner Engagement