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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Serrano Amarilla, Natalia; Cuetos Revuelta, María José; Manzanal Martínez, Ana Isabel – Journal of Science Education and Technology, 2022
The sciences are a complex and especially demanding area of study for undergraduate students, particularly in the earlier years, which are a critical period of adaptation to a new educational stage. The use of new teaching models is encouraged to improve their learning, such as flipped classroom (FC), which pursues more meaningful and effective…
Descriptors: Undergraduate Students, Flipped Classroom, Program Effectiveness, Student Motivation
Sammallahti, Ellen; Finell, Jonatan; Jonsson, Bert; Korhonen, Johan – Journal of Numerical Cognition, 2023
The experience of math anxiety can have detrimental effects on students' math performance, and researchers have in recent years tried to design interventions aiming at reducing math anxiety. This meta-analysis aimed to examine the effectiveness of math anxiety interventions in reducing math anxiety and improving math performance. The meta-analysis…
Descriptors: Mathematics Anxiety, Performance, Mathematics Skills, Mathematics Achievement
Giuseppe Liverano – Research on Education and Media, 2024
Today's schools must respond to the evolving needs of students by adopting new pedagogical models and didactic devices. Information and communication technologies can be useful resources to focus on the learning of each individual student as a dynamic and relational process. Collaborative writing apps facilitate democratic and shared construction…
Descriptors: Collaborative Writing, Educational Technology, Technology Uses in Education, Program Effectiveness
Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
Sybille Heinzmann; Catherine Ferris; Thomas Roderer; Kristina Ehrsam – International Journal of Multilingualism, 2025
While internationally there is long-standing research activity on the effectiveness of language contacts (especially in the form of mobility stays) at tertiary level and a number of literature syntheses on this field have been published, research projects at the primary and secondary level are still comparatively rare and the results are often not…
Descriptors: Elementary Secondary Education, Study Abroad, Student Exchange Programs, Second Language Learning
Sarah French; Ashton Dickerson; Raoul A. Mulder – Higher Education: The International Journal of Higher Education Research, 2024
High-stakes examinations enjoy widespread use as summative assessments in higher education. We review the arguments for and against their use, across seven common themes: memory recall and knowledge retention; student motivation and learning; authenticity and real-world relevance; validity and reliability; academic misconduct and contract…
Descriptors: High Stakes Tests, Program Effectiveness, Evidence Based Practice, Summative Evaluation
Mochamad Guntur; Yoppy Wahyu Purnomo – Online Learning, 2024
Self-regulated learning interventions influence students' learning outcomes in online and blended environments. A review of the literature about self-regulated learning strategies reveals both significant and non-significant effects on learning outcomes in online and blended environments. The aim of this study was to calculate the common effect…
Descriptors: Self Management, Online Courses, Blended Learning, Educational Technology
J. E. Tait; L. A. Alexander; E. I. Hancock; J. Bisset – European Journal of Engineering Education, 2024
Engineering students enter a challenging sector in higher education and are potentially at risk of poor mental health and or mental wellbeing and less likely to seek help when experiencing poor mental health or wellbeing. We carried out a scoping review using Joanna Briggs Institute scoping review methodology. Ten databases were searched over a…
Descriptors: Engineering Education, College Students, At Risk Students, Mental Health
Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
Solanki, Sabrina; Fitzpatrick, Dan; Jones, Masha R.; Lee, Hansol – Grantee Submission, 2020
We conducted a meta-analysis to examine the relationship between social-psychological interventions in college and student success. The overall effects of social-psychological interventions were moderate, but particularly effective for at-risk student groups. We also found that interventions were less effective when implemented at broad-access…
Descriptors: College Students, Intervention, At Risk Students, Program Effectiveness
Gladstone, Jessica R.; Cimpian, Andrei – International Journal of STEM Education, 2021
Is exposing students to role models an effective tool for diversifying science, technology, engineering, and mathematics (STEM)? So far, the evidence for this claim is mixed. Here, we set out to identify systematic sources of variability in STEM role models' effects on student motivation: If we determine "which role models" are effective…
Descriptors: Role Models, Program Effectiveness, Literature Reviews, STEM Education
Basaran, Mehmet – Online Submission, 2021
The aim of this study is to determine the effectiveness of the flipped classroom, which is one of the activities and student-centered models, on the cognitive, affective, and social dimensions of students by making a meta-thematic analysis of qualitative studies. In the screening carried out by considering these criteria, 683 studies were reached,…
Descriptors: Flipped Classroom, Video Technology, Homework, Electronic Learning

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