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Metin, Mustafa; Oker, Emir; Kirmizigül, Asli Saylan – Journal of Science Learning, 2022
This research aims to analyze the studies on out-of-school learning activities in Turkey between 2000 and 2020. For this purpose, 303 studies were selected, of which 211 articles, 73 master's thesis, and 19 doctoral dissertations, with the phrase "out-of-school learning" in the title and keywords. A systematic literature review was…
Descriptors: Case Studies, Informal Education, Learning Processes, Secondary School Students
Yilmaz, Gamze – Communication Teacher, 2022
Originally developed in the field of design, design thinking is widely used as a pedagogical tool to help non-designer students cultivate creative thinking and problem-solving skills. Despite its positive effects on student learning via increased motivation, openness to new ideas, and creative thinking, the understanding of design thinking is…
Descriptors: Communications, Design, Thinking Skills, Case Studies
Bülbül, Ali Haydar; Kuzu, Abdullah – Participatory Educational Research, 2021
This study aims to investigate the effect of different formats of emotionally designed educational animations in terms of the emotional worthiness of the material, retention and transfer, intrinsic motivation, subject interest and cognitive load. In this direction, an experimental research approach was adopted. Five emotionally diverged animations…
Descriptors: Design, Animation, Multimedia Instruction, Instructional Effectiveness
Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Aldosari, Mubarak; Heydarnejad, Tahereh; Hashemifardnia, Arash; Abdalgane, Mohammed – Language Testing in Asia, 2023
Self-assessment and reflective thinking (RT) can arm learners to monitor and evaluate their learning progress. Despite the long history of the core of self-assessment (CSA) and RT, little is known about how they may contribute to learner enjoyment (LE) and learner immunity (LI). Therefore, the current research attempted to propose a model to…
Descriptors: Self Evaluation (Individuals), Second Language Learning, Second Language Instruction, Reflection
Lambert, Craig; Gong, Qian; Zhang, Grace – Language Teaching Research, 2023
This study investigates the effect of personal investment in the form of learner-generated content (LGC) on the lexical recall of beginning-level learners of Chinese. The study employed a 2 x 2 repeated-measures design with content at two levels -- teacher-generated content or TGC, and learner-generated content or LGC -- and time at two levels…
Descriptors: Recall (Psychology), Second Language Learning, Second Language Instruction, Chinese
Beckie Bray Rankin; Nikki Prasad – NECTFL Review, 2024
Motivating students towards language learning includes embedding meaningful themes, communicative tasks, and authentic assessments. When voice and choice are held as essential qualities of the task, students invest in the resources to make meaning and express their own thoughts, thus moving us away from traditional assessments that emphasize…
Descriptors: Student Attitudes, Performance Based Assessment, Second Language Learning, Second Language Instruction
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Puente, Adriana Marina; Rojas, Milena; Corral, Johana Chavelí – Latin American Journal of Content and Language Integrated Learning, 2023
In this article, we consider the importance of learner well-being for a better performance during the learning process, taking into account their emotions and how they affect them. The CLIL approach is used to integrate learners' language knowledge and provides strategies about how to manage their emotions and develop a positive mindset. In this…
Descriptors: Content and Language Integrated Learning, Second Language Learning, Second Language Instruction, Learning Processes
Karlsen, Jan Terje; Balsvik, Erika; Rønnevik, Marie – Learning Organization, 2023
Purpose: This study aims to investigate which "a priori" factors documented in the literature and new factors that influence employees' self-regulated microlearning behavior and the utilization of internal microlearning platforms in organizations. Design/methodology/approach: The authors conducted a single-case study on a Swedish retail…
Descriptors: Foreign Countries, Gamification, Independent Study, Technology Uses in Education
Hägg, Gustav; Kurczewska, Agnieszka – Education & Training, 2020
Purpose: The purpose of the paper is to build on current discussions about the need for and role of guidance in learning and teaching, as well as to theoretically develop its specifics to further advance our scholarly understanding of how to structure and enhance entrepreneurship education. Design/methodology/approach: The paper takes a…
Descriptors: Entrepreneurship, Andragogy, Teaching Methods, Developmental Psychology
Noroozi, Omid; Pijeira-Díaz, Héctor J.; Sobocinski, Marta; Dindar, Muhterem; Järvelä, Sanna; Kirschner, Paul A. – Education and Information Technologies, 2020
This systematic review on data modalities synthesises the research findings in terms of how to optimally use and combine such modalities when investigating cognitive, motivational, and emotional learning processes. ERIC, WoS, and ScienceDirect databases were searched with specific keywords and inclusion criteria for research on data modalities,…
Descriptors: Learning Processes, Psychological Patterns, Learning Motivation, Research Methodology