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Miguel Sicart – American Journal of Play, 2025
To Brian Sutton-Smith's catalogue of seven play rhetorics in his influential work, "The Ambiguity of Play," the author adds an eighth category--the rhetoric of computational play, connecting the research field of game studies with other forms of play studies. By proposing this rhetoric, Sicart seeks to consolidate the relation between…
Descriptors: Play, Game Based Learning, Computer Games, Corporations
Davis Krumins; Sandra Schumann; Veiko Vunder; Rauno Põlluäär; Kristjan Laht; Renno Raudmäe; Alvo Aabloo; Karl Kruusamäe – IEEE Transactions on Learning Technologies, 2024
Teaching robotics with the robot operating system (ROS) is valuable for instating good programming practices but requires significant setup steps from the learner. Providing a ready-made ROS learning environment over the web can make robotics more accessible; however, most of the previous remote labs have abstracted the authentic ROS developer…
Descriptors: Teaching Methods, Robotics, Programming, Computer Science Education
Sebastian Simon; Iza Marfisi-Schottman; Sébastien George – International Association for Development of the Information Society, 2024
Technology to support collaborative learning has come a long way. Interactive tabletops support collaboration when correctly integrated in activity design. While these devices can now, in principle, be purchased by the general public, wide adoption in schools is hindered by their high cost and lack of mobility. In this paper, we analyze the…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Vincent Casamayou; Bruno Bousquet; Justin Dillmann; Nathan Salin; Jean-Paul Guillet; Lionel Canioni; Martin Hachet – Discover Education, 2025
Practical work in optics is essential to understand complex abstract phenomena. Consequently, hands-on experiments are part of most physics' curricula, despite the fact that they can be hard to set up and maintain. In this article, we present a virtual laboratory tool, called SHIRE, which allows students to carry out optical experiments from a…
Descriptors: Hands on Science, Science Experiments, Science Curriculum, Physics
Harikesh Singh; Li-Minn Ang; Dipak Paudyal; Mauricio Acuna; Prashant Kumar Srivastava; Sanjeev Kumar Srivastava – Technology, Knowledge and Learning, 2025
Wildfires pose significant environmental threats in Australia, impacting ecosystems, human lives, and property. This review article provides a comprehensive analysis of various empirical and dynamic wildfire simulators alongside machine learning (ML) techniques employed for wildfire prediction in Australia. The study examines the effectiveness of…
Descriptors: Artificial Intelligence, Computer Software, Computer Simulation, Prediction
Paul Biberstein; Thomas Castleman; Luming Chen; Shriram Krishnamurthi – Informatics in Education, 2024
CODAP is a widely-used programming environment for secondary school data science. Its direct-manipulation-based design offers many advantages to learners, especially younger students. Unfortunately, these same advantages can become a liability when it comes to repeating operations consistently, replaying operations (for reproducibility), and also…
Descriptors: Data Science, Secondary School Students, Programming, Open Source Technology
Ezequiel Scott; Marcelo Campo – Interactive Learning Environments, 2023
Scrum is one of the most used frameworks for agile software development because of its potential improvements in productivity, quality, and client satisfaction. Academia has also focussed on teaching Scrum practices to prepare students to face common software engineering challenges and facilitate their insertion in professional contexts.…
Descriptors: Computer Simulation, Training, Computer Software, Computer Science Education
Cheng, Yiling – Measurement: Interdisciplinary Research and Perspectives, 2023
Computerized adaptive testing (CAT) offers an efficient and highly accurate method for estimating examinees' abilities. In this article, the free version of Concerto Software for CAT was reviewed, dividing our evaluation into three sections: software implementation, the Item Response Theory (IRT) features of CAT, and user experience. Overall,…
Descriptors: Computer Software, Computer Assisted Testing, Adaptive Testing, Item Response Theory
Ahmad Chaddad; Yuchen Jiang – IEEE Transactions on Learning Technologies, 2025
The concept of the Metaverse, viewed as the ultimate manifestation of the Internet, has gained significant attention due to rapid advances in technologies such as the Internet of Things (IoT) and blockchain. Acting as a bridge between the physical and virtual worlds, the Metaverse has the potential to offer remarkable experiences to its users.…
Descriptors: Internet, Medical Education, Instructional Effectiveness, Artificial Intelligence
David R. Firth; Adam Gonzales; Michelle Louch; Bryan Hammer – Information Systems Education Journal, 2025
ChatGPT is having an impact on students, and information systems (IS) and computing academic professionals alike. Our goal for this paper is to help faculty and students know the conditions in which generative AI such as ChatGPT should or should not be used. To that end, we describe the development of a 2x2 matrix. On the horizontal axis we have…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Information Systems
Ali Karakas – RELC Journal: A Journal of Language Teaching and Research, 2024
This paper evaluates Voki, a digital platform for creating speaking avatars, in the context of Global Englishes Language Teaching (GELT). It firstly outlines the benefits of using animated characters in online tools to personalize language lessons and engage students. As a web-based application, Voki offers various customization options, including…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Variation
Makransky, Guido; Petersen, Gustav Bøg – Educational Psychology Review, 2023
The need to virtually collaborate across distributed locations has drastically increased. Developments such as the COVID-19 pandemic and new IT platforms like the metaverse have spurred a host of new immersive social applications that are accessed through head-mounted displays. This is expected to stimulate a surge in research on extended…
Descriptors: Cooperative Learning, COVID-19, Pandemics, Computer Simulation
Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
Andreas de Barros; Alejandro J. Ganimian – Journal of Research on Educational Effectiveness, 2024
This is one of the first studies to evaluate the impact of computer-based individualized instruction in a developing country. We randomly assigned 1,528 students in grades 6-8 in 15 "model" public schools in Rajasthan, India who were using a computer-adaptive learning software to: a control group, in which they were only able to access…
Descriptors: Foreign Countries, Individualized Instruction, Computer Assisted Instruction, Grade 6
Jessie S. Barrot – Technology, Knowledge and Learning, 2025
Significant advancements in artificial intelligence (AI) technologies have led to the development of Google Gemini, which can be used to provide automated writing assistance. Within higher education, this feature extends to research writing. However, skepticism is particularly evident as students, teachers, and researchers in universities explore…
Descriptors: Artificial Intelligence, Computer Software, Computer Uses in Education, Educational Research

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