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Danielle S. McNamara; Tracy Arner; Reese Butterfuss; Debshila Basu Mallick; Andrew S. Lan; Rod D. Roscoe; Henry L. Roediger; Richard G. Baraniuk – Grantee Submission, 2022
The learning sciences inherently involve interdisciplinary research with an overarching objective of advancing theories of learning and to inform the design and implementation of effective instructional methods and learning technologies. In these endeavors, learning sciences encompass diverse constructs, measures, processes, and outcomes…
Descriptors: Artificial Intelligence, Learning Processes, Learning Motivation, Educational Research
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
Beyoglu, Dogus; Hursen, Cigdem; Nasiboglu, Arda – Education and Information Technologies, 2020
This study aims to investigate the effect of mixed reality applications on students' motivation to learn science. The study further aims to identify students' attitudes toward augmented reality applications and also intends to explore the students' views on mixed reality applications. A total of 42 primary school students participated in the study…
Descriptors: Computer Simulation, Learning Motivation, Science Education, Student Attitudes
Majali, Salwa Al – International Journal of Instruction, 2020
Recently, psychologists and educators have been interested in the study of anxiety, motivation and achievements. The modern approach to the phenomenon of anxiety is based on the fact that anxiety should not be regarded as an initially negative personality trait; it is a signal of inadequacy of subject's activity in relation to the situation. Each…
Descriptors: Anxiety, Student Motivation, Academic Achievement, College Students
Tentama, Fatwa; Arridha, Ghazi – Journal of Education and Learning (EduLearn), 2020
Motivation to learn is one of the factors that can play a role in determining student employability. This study aimed to empirically test the role of motivation to learn on student employability. The population in this study were all grade twelve students in Vocational High School 1 Dlingo Bantul Yogyakarta, which is as many as 110 students. The…
Descriptors: Learning Motivation, Employment Potential, Vocational High Schools, High School Seniors
von Suchodoletz, Antje; Rahn, Johanna; Nadyukova, Iryna; Barza, Lydia; Achtziger, Anja – Higher Education: The International Journal of Higher Education Research, 2020
Changing mindsets may influence college students' motivation to learn, which in turn affects how they engage in learning activities. Based on mindset theory (Gollwitzer 1990; Gollwitzer 2012), this study explored the extent to which the concepts of the deliberative and implemental mindset are value-laden, and hence, might have different effects…
Descriptors: Foreign Countries, Comparative Education, College Students, Student Attitudes
Truzoli, Roberto; Viganò, Caterina; Galmozzi, Paolo Gabriele; Reed, Phil – Journal of Computer Assisted Learning, 2020
The current study explored the relationship between problematic internet use (PIU) and motivation to learn, and examined psychological and social factors mediating this relationship. Two hundred and eighty-five students in an Italian University were recruited for the current study. There was a negative relationship between PIU and motivation to…
Descriptors: Internet, Learning Motivation, College Students, Psychological Patterns
Fadhli, Muhibuddin; Brick, Billy; Setyosari, Punaji; Ulfa, Saida; Kuswandi, Dedi – International Journal of Instruction, 2020
A Meta-analysis of selected studies on the effectiveness of gamification method for children. Multiple gamification methods are used to motivate students to improve their learning outcomes. Yet, this method is still very rarely used in learning for children aged 6-10 years. This systematic review and meta-analysis aim to objectively determine the…
Descriptors: Instructional Effectiveness, Teaching Methods, Educational Games, Children
Ayas, Esra Bayrak – African Educational Research Journal, 2020
In our age, developments in modern technology are so fast that even following up is very difficult. These developments affect every field of daily life as well as affecting the sports field, resulting in new progress in this field. Electronic sports, which is abbreviated as e-sports, is one of these developments. E-sports has also recently…
Descriptors: Athletics, Video Games, Attitude Measures, Measures (Individuals)
Dempsey, Patricia; Huber, Tonya – Online Submission, 2020
Mathematics anxiety is a prevalent problem in many K-12 classrooms, and if not appropriately addressed can cause lasting educational harm to students as they enter adulthood. Researchers suggest that the finality of traditional grades has increased mathematics anxiety in today's classrooms. The extreme weight of grades, such as determining…
Descriptors: Academic Standards, Grading, Mastery Learning, Mathematics Anxiety
Bradley Johnson – Journal of the American Academy of Special Education Professionals, 2020
Constructivism represents a heterogeneous body of theoretical approaches across different disciplines for these alliances, as well as, attracting and antagonizing vast audiences within these disciplines, including psychology and education. A major influence on the rise of constructivism has been the theory and research in human development.…
Descriptors: Constructivism (Learning), Sociocultural Patterns, Classroom Environment, Learning Motivation
Robert J. Thompson; Lorrie Schmid; Menna Mburi; Jason E. Dowd; Solaire A. Finkenstaedt-Quinn; Ginger V. Shultz; Anne Ruggles Gere; Leslie A. Schiff; Pamela Flash; Julie A. Reynolds – Studies in Higher Education, 2024
Across undergraduate STEM learning contexts in several countries, students' intrapersonal attributes of epistemic beliefs, self-efficacy beliefs, intrinsic motivation, and sense of identity have been found to influence learning and to change in response to educational practices. However, research can mask individual and demographic differences in…
Descriptors: Undergraduate Students, Research Universities, STEM Education, Self Efficacy
Lola Geraldes Xavier – Language Teaching Research Quarterly, 2024
This text critically examines traditional methodologies for teaching grammar in the context of Portuguese as a Foreign Language (PFL). It proposes an alternative, eclectic approach, which can be used in any foreign language. Drawing on evidence from research and pedagogical practices, it highlights areas for improvement in current approaches, such…
Descriptors: Grammar, Second Language Learning, Second Language Instruction, Teaching Methods
Majid Elahi Shirvan; Tahereh Taherian; Elham Yazdanmehr – Journal of Multilingual and Multicultural Development, 2024
In an attempt to measure the dynamic features of foreign language enjoyment (FLE), we adopted a longitudinal confirmatory factor analysis-curve of factors model (LCFA-CFM) approach to substantiate the validity of the original FLE scale (Dewaele and MacIntyre [(2014. "The Two Faces of Janus? Anxiety and Enjoyment in the Foreign Language…
Descriptors: Second Language Learning, Second Language Instruction, Learner Engagement, Learning Motivation
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity