A motivated learner is more likely to be a successful learner. Therefore, enhancing motivation is one of the ways to enhance learning. Li and Moore (2018)…
Personal Best (PB) goals are described as goals that are specific, challenging, and most importantly, competitively self-referenced. To examine the effect of PB…
Gamification refers to use technological innovations to 'gamify' learning by borrowing aspects of games courses and lessons. The idea behind gamification is…
Using the Community of Inquiry framework (CoI; for review, see Garrison & Arbaugh, 2007) as a survey instrument, Kovanović et al. (2019) examined learners’…
We have previously discussed several studies that examined the use of prompts to support self-regulated learning (see Supporting self-regulated learning in a…
Pérez-Álvarez, Maldonado-Mahauad, and Pérez-Sanagustín (2018) conducted a literature review to examine tools to support self-regulated learning (SRL) in online…
Hypermedia is a type of computer–based learning environment characterized by hyperlinks that interconnect different pages. Students can navigate in a non-linear…
To understand the impact of self-regulated learning (SRL) in Massive Open Online Courses (MOOCs), Lee, Watson, and Watson (2019) conducted a systematic review…
Teachers need to know how well students are progressing in order to adjust their teaching to help students meet the learning objectives. Similarly, students can…
Gamification is increasingly used in work places to enhance employees’ task performance. Goal setting interventions to enhance motivation and ultimately task…