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Xiaoyi Li; Yongbin Hu; Xianmin Yang; Xinyu Bi; Jinying Zhang; Pengrui Tao – Education and Information Technologies, 2025
Virtual reality (VR) has become a promising tool for enhancing social skills in special education, K-12 education, and post-secondary education. However, there is a lack of comprehensive meta-analyses examining the effectiveness of VR social skills training and the factors that moderate its efficacy. In this study, a meta-analysis approach was…
Descriptors: Computer Simulation, Interpersonal Competence, Instructional Effectiveness, Technology Uses in Education
Yoseph Gebrehiwot Tedla; Hsiu-Ling Chen – Education and Information Technologies, 2025
Critical thinking (CT) is among the core abilities students need to acquire to overcome the unprecedented and ever-changing challenges of the 21st century and beyond. To facilitate the attainment of CT, numerous researchers worldwide have conducted empirical studies focusing on leveraging computer-supported collaborative learning (CSCL) to improve…
Descriptors: Computer Mediated Communication, Cooperative Learning, Critical Thinking, Teaching Methods
John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Yufang Cheng; Kai-Chao Yao; Li-xin Qiu; Li-hung Cheng – Journal of Special Education Technology, 2025
Individuals with autism spectrum disorder (ASD) often face significant challenges in social reciprocity, which involves the mutual exchange of social cues and interactions. This study investigates the potential of using a child-height assistive robot named Rudolf to enhance the social reciprocity skills of children with ASD. The research focused…
Descriptors: Autism Spectrum Disorders, Robotics, Interpersonal Competence, Interaction
Aziza Zhunusbekova; Assel Akpayeva; Dinara Sadirbekova; Almagul Ardabayeva; Gulnara Omarova – Journal of Education and e-Learning Research, 2025
Numerous issues with Kazakhstan's higher education system have been revealed by the digital advancement of the country. First, universities still have inadequate levels of digitization despite it being a significant component of the wider digitalization of education. The presence of organizational and legal barriers in the educational environment…
Descriptors: Foreign Countries, Preservice Teachers, Digital Literacy, Teacher Education
Sudipta Karmakar; Papiya Upadhyay – Shanlax International Journal of Education, 2025
This study explores the connection between Artificial Intelligence (AI) and human creativity by examining perceptions, experiences, and reflections on AI-generated creative content. It examines the extent to which AI enhances or diminishes creativity and abilities across various domains. The study employed a qualitative research methodology that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Creativity, Productivity
Collaborative Domestication: Smartphone Learning Practices in Universities for Older Adults in China
Yijun Chen; Yi Zhong; Min Wang – SAGE Open, 2025
Older individuals often rely on informal methods, predominantly familial assistance, to acquire digital technology skills. However, as the number of universities for older adults in China has increased, there has been a notable shift toward formal digital education. This study examines participants in smartphone training courses at Shanghai…
Descriptors: Foreign Countries, Older Adults, Telecommunications, Handheld Devices
Febri Yanti; Lufri Lufri; Yuni Ahda – Open Education Studies, 2025
Augmented reality (AR) became increasingly popular in education worldwide as a useful tool for improving student engagement, teamwork, and problem-solving abilities to enhance students' skills in Education 4.0 (E4.0). This research aimed to analyze and highlight several research publications that examined the use of AR to improve the skills of…
Descriptors: Computer Simulation, High School Seniors, Skill Development, Technology Uses in Education
Mohamad Abdullah Alsaied; Abderrazak Ourkia; Mohand Ou Idir Mechenene; Hady Hussein Abdalla Farag – Educational Process: International Journal, 2025
Background/purpose: This study examines the role of interactive boards--particularly the ViewSonic board--in enhancing learners' academic achievement at Mohamed Bin Zayed University for Humanities by increasing engagement, deepening knowledge, and developing skills. Materials/methods: A descriptive-analytical approach synthesized findings from…
Descriptors: Foreign Countries, Technology Uses in Education, Academic Achievement, Student Motivation
Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
Nikki Aitcheson-Huehn; Adam W. Kiefer – Journal of Motor Learning and Development, 2025
Mobile eye tracking technology enables the objective evaluation of what, when, and how athletes use visual information from the environment to control action in service of skilled performance. This review highlights the strengths, weaknesses, opportunities, and threats (SWOT) to consider before adopting this technology to evaluate visual-motor…
Descriptors: Athletes, Eye Movements, Technology Uses in Education, Visual Stimuli
David M. Rehfeld; Payton DeMeyer; Abby Kugler; Kristin Pelczarski – Teaching and Learning in Communication Sciences & Disorders, 2025
Simulated learning experiences (SLEs) are becoming increasingly popular in communication sciences and disorders (CSD) training programs. This pilot study examines the relative effectiveness of delivering a SLE via standard computer or using virtual reality headsets for a more immersive learning experience. Seventy undergraduate CSD students were…
Descriptors: Communication Disorders, Undergraduate Students, Listening Skills, Skill Development
Emily J. Summers; Elahe Mahmoudi; Jonathan Vontsteen; Kimberly A. Conner; Megan C. Wiedeman – Journal of Interactive Learning Research, 2025
This study qualitatively examined an integrated cross-community approach to augmenting research courses with (a) non-competitive gamification and (b) AI. Unlike other studies, ours was proactive, non-COVID derived, non-competitive, and rooted in a variety of instructional and technology expertise resources. Its three aims were (1) increasing…
Descriptors: Gamification, Artificial Intelligence, Technology Uses in Education, Technology Integration
Elisabeth Bauer; Constanze Richters; Amadeus J. Pickal; Moritz Klippert; Michael Sailer; Matthias Stadler – British Journal of Educational Technology, 2025
This study explores whether AI-generated adaptive feedback or static feedback is favourable for student interest and performance outcomes in learning statistics in a digital learning environment. Previous studies have favoured adaptive feedback over static feedback for skill acquisition, however, without investigating the outcome of students'…
Descriptors: Artificial Intelligence, Technology Uses in Education, Feedback (Response), Statistics Education
Bhibul Hongthong; Thada Jantakoon; Somsuk Trisupakitti – Higher Education Studies, 2025
Virtual reality (VR) technology has emerged as a promising educational tool in medical training, offering immersive learning experiences that address traditional limitations in medical education. However, comprehensive evidence regarding VR's overall effectiveness across diverse medical education contexts remains fragmented. To systematically…
Descriptors: Literature Reviews, Meta Analysis, Computer Simulation, Medical Education

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