Active Learning Technologies and Student Motivation in STEM Education

In the digital era, maintaining student motivation in STEM education presents a significant challenge, necessitating innovative pedagogical approaches. This study aims to quantitatively evaluate the impact of specific active learning technologies on student motivation. The research focuses on four technological interventions: Virtual Reality Based Learning (VRL), Simulation Based Learning (SL), Gamification Learning (GL), and Mobile App Based Learning (MAL). A quantitative research design was employed, involving 150 undergraduate students from diverse Indonesian universities. Data were collected through online surveys with validated instruments (Cronbach’s α >0.7) and analyzed using regression analysis to assess the relationship between technology use and self-reported motivation. The findings demonstrate a significant positive impact of these technologies on student motivation. Regression analysis indicated that SL (R<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> =0.534, GL (R2=0.502, and MAL (R<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> =0.487 were substantial predictors of variance in student motivation. This research concludes that the integration of active learning technologies is a robust strategy for enhancing student motivation in STEM fields. The findings provide empirical evidence for educators and curriculum developers on the efficacy of using simulations, gamification, and mobile learning to create more engaging and effective educational environments, thereby addressing key challenges in contemporary digital pedagogy.

Authors

Institutions

Publication Details

Published
2025-08-15
DOI
https://doi.org/10.1109/iccit65724.2025.11166750
Primary Topic
Innovative Teaching Methods
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Active Learning Technologies and Student Motivation in STEM Education

Euis Yanah Mulyanah, Syahrul Mu’Arif Wahid, Jakoep Ezra Harianto, Hot Saut Halomoan et al.
Innovative Teaching Methods
article

Active Learning Technologies and Student Motivation in STEM Education

Euis Yanah Mulyanah, Syahrul Mu’Arif Wahid, Jakoep Ezra Harianto, Hot Saut Halomoan, Sivakumarraju Bhupathiraju
article en

Abstract

In the digital era, maintaining student motivation in STEM education presents a significant challenge, necessitating innovative pedagogical approaches. This study aims to quantitatively evaluate the impact of specific active learning technologies on student motivation. The research focuses on four technological interventions: Virtual Reality Based Learning (VRL), Simulation Based Learning (SL), Gamification Learning (GL), and Mobile App Based Learning (MAL). A quantitative research design was employed, involving 150 undergraduate students from diverse Indonesian universities. Data were collected through online surveys with validated instruments (Cronbach’s α >0.7) and analyzed using regression analysis to assess the relationship between technology use and self-reported motivation. The findings demonstrate a significant positive impact of these technologies on student motivation. Regression analysis indicated that SL (R<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> =0.534, GL (R2=0.502, and MAL (R<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> =0.487 were substantial predictors of variance in student motivation. This research concludes that the integration of active learning technologies is a robust strategy for enhancing student motivation in STEM fields. The findings provide empirical evidence for educators and curriculum developers on the efficacy of using simulations, gamification, and mobile learning to create more engaging and effective educational environments, thereby addressing key challenges in contemporary digital pedagogy.

Institute of Electrical and Electronics Engineers (US), Universitas Muhammadiyah Tangerang (ID), Universitas Dharmas Indonesia (ID)
Openalex Percentile: Top 72%
Innovative Teaching Methods
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Active Learning Technologies and Student Motivation in STEM Education — Euis Yanah Mulyanah, Syahrul Mu’Arif Wahid, et al. · (2025) | TGRS Research Map | TGRS