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Abas Oya; Desak Putu Parmiti; I Nyoman Jampel; I Made Candiasa; Aay Susilawati – International Journal of Language Education, 2024
This research investigates the influence of video-based flipped learning on the attitudes of students in non-English language programs, focusing on enjoyment, engagement, motivation, behavioral intentions, and perception. The study employed a descriptive research design, collecting data through questionnaires administered to 30 students enrolled…
Descriptors: Flipped Classroom, Video Technology, Student Attitudes, Learner Engagement
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
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
Abubakari, Mussa Saidi; Nurkhamid, Nurkhamid; Priyanto, Priyanto – Turkish Online Journal of Distance Education, 2022
The study was intended to model online learning engagement of international students studying in Indonesia to determine which factors affect learner engagement. A survey was conducted online, and 102 international students filled the questionnaire. Partial Least Squares-Structural Equation Modeling (PLS-SEM) technique was used for data analysis.…
Descriptors: Electronic Learning, Foreign Students, Learner Engagement, Predictor Variables
Ariani, Dorothea Wahyu – Journal of Applied Research in Higher Education, 2022
Purpose: This study aims to examine how students with different goals differ in their subjective well-being, including academic self-efficacy (ASE) and affect at school (AAS). There are four goal orientations that motivate students to achieve academic performance. Therefore, this study examined the relationship between the four dimensions of…
Descriptors: Academic Achievement, Goal Orientation, Well Being, Self Efficacy
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This research explores the design and development of a gamified Massive Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The focus is addressing challenges to foster autonomous learning within the MOOC context. Background: MOOCs have emerged as a prominent platform for global education; however, they…
Descriptors: Gamification, MOOCs, Personal Autonomy, Learning Processes
Imamyartha, David; Wahjuningsih, Eka; A'yunin, Alifiyah; Santihastuti, Asih; Mitasari; Fauzie, Dinda Laura Trisna Ayu; Andika, Ervin Candra Hari – Teaching English with Technology, 2022
The study aims at portraying EFL learners' interactivity and motivational dynamics when engaged in team-based mobile learning (TBML) through WhatsApp within the environment of English for Academic Purposes. Data were collected through survey on online learning engagement and learning motivation and analyzed using descriptive statistics coupled…
Descriptors: English (Second Language), Second Language Learning, Social Media, English for Academic Purposes
Suriagiri, S.; Norlaila, N.; Wahyurudhanto, Albertus; Akrim, A. – Electronic Journal of e-Learning, 2022
The education sector was severely impacted due to the pandemic; thus, educational institutions had to shift toward an online learning system. This adaptation in the educational system posits a challenging question: which mode of learning would be best to engage and satisfy the students in the post-COVID-19 era? Therefore, drawing on the…
Descriptors: Electronic Learning, In Person Learning, Comparative Analysis, Student Motivation
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Teaching & Learning Inquiry, 2024
Massive open online courses (MOOCs) have significantly advanced online education. Yet, MOOC instructors still grapple with the ongoing challenge of low learner engagement while striving to foster autonomous and self-directed learning (SDL). Integrating gamification into these courses could be a promising solution. However, the extent to which…
Descriptors: Foreign Countries, College Students, Gamification, English for Academic Purposes
Andri Andriansyah – ProQuest LLC, 2023
This qualitative, descriptive, naturalistic study investigated literacy activities, instructional assistance, and pre-service teacher's learning engagement within a project-based learning program. The study lasted six months and totaled 100 minutes (about one and a half hours) a week for two credit hours in the fourth semester of the Early…
Descriptors: Online Courses, Preservice Teachers, Kindergarten, Literacy
Muhammad Aizri Fadillah; Usmeldi Usmeldi; Asrizal Asrizal – Journal of Baltic Science Education, 2024
The role of ChatGPT and higher-order thinking skills (HOTS) as predictors of physics inquiry among uppersecondary students has yet to be widely explored. Therefore, this research aimed to examine upper-secondary students' role in ChatGPT (convenience and quality (CQ), motivation and engagement (ME), and accuracy and trust (AT)) and HOTS as…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Thinking Skills
Nurul Huda Ramadhan; Wirawan Fadly; Nurzatulshima Kamarudin; Witsanu Suttiwan – Journal of Science Learning, 2024
In both private and public education, several institutions may use game-based explanations. However, it does not rule out the possibility that most educational institutions use text-based explanations, which makes students tend to get bored because they only have to read and listen, so another alternative is needed: game-based explanations that…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Instruction
Audi Yundayani; Fiki Alghadari; Michael Olubunmi Odewumi – Journal of Educators Online, 2024
Peer assessment encourages students to engage actively in the learning process. Based on a descriptive case study, this research aims to depict students' perspectives on using technology-mediated peer assessment (TEMPA) in the context of the English for Academic Purposes (EAP) course. The results showed the level of the students' attention,…
Descriptors: Peer Evaluation, Computer Mediated Communication, Educational Technology, Technology Uses in Education
Idawati Garim; Nurlaela Latief; Suci Amaliah; Jusmianti Garing – International Journal of Language Education, 2023
This study examines the effectiveness of integrating project-based learning (PjBL) with the "Latemmamala" cultural approach in enhancing the analytical exposition writing skills of grade XI students at SMA Negeri 3 Soppeng. Utilizing a quantitative research design, the study assessed improvements in students' writing abilities through…
Descriptors: High School Students, Grade 11, Active Learning, Student Projects
Christidamayani, Agatha Puri; Kristanto, Yosep Dwi – Online Submission, 2020
Posing high-quality problems is a critical skill to be possessed by students in learning mathematics. However, it is still limited in literature in answering whether problem posing learning model effective in improving students' learning achievement and motivation. Therefore, the present study aims to investigate the effect of problem posing…
Descriptors: Problem Solving, Academic Achievement, Student Motivation, Learning Motivation
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