Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Computer Assisted Instruction | 5 |
| Game Based Learning | 5 |
| Technology Integration | 5 |
| Teaching Methods | 3 |
| Computer Simulation | 2 |
| Computer Software | 2 |
| Cooperative Learning | 2 |
| Flipped Classroom | 2 |
| Foreign Countries | 2 |
| Instructional Effectiveness | 2 |
| Mathematics Instruction | 2 |
| More ▼ | |
Source
| Computer Assisted Language… | 1 |
| EURASIA Journal of… | 1 |
| Journal of Educational… | 1 |
| Mathematics Teaching Research… | 1 |
| New Perspectives on Learning… | 1 |
Author
Publication Type
| Journal Articles | 4 |
| Reports - Research | 3 |
| Books | 1 |
| Collected Works - General | 1 |
| Reports - Evaluative | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Education | 1 |
| Grade 7 | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
| Researchers | 1 |
| Students | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kadek Adi Wibawa; I Dewa Gede Agung Pandawana; I Made Wena – Mathematics Teaching Research Journal, 2025
The integration of technology in entrepreneurship arithmetic that uses realistic mathematic education as the basis into learning processes is instrumental in creating understanding and problem-solving abilities among students. However, until recently only a few technology-based learning media have been developed to accommodate the aforementioned…
Descriptors: Mathematics Instruction, Entrepreneurship, Teaching Methods, Instructional Effectiveness
Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
Andreas Gegenfurtner, Editor; Ingo Kollar, Editor – New Perspectives on Learning and Instruction, 2024
Bringing together the research of leading international scholars in the field of digital learning, "Designing Effective Digital Learning Environments" discusses cutting-edge advancements in digital technology and presents an evidence-informed summary of best practices for effective design principles and implementation within educational…
Descriptors: Instructional Design, Best Practices, Information Technology, Technology Integration
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
Qurat-ul-Ain; Shahid, Farah; Aleem, Muhammad; Islam, Muhammad Arshad; Iqbal, Muhammad Azhar; Yousaf, Muhammad Murtaza – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The technology works as a catalyst through which many changes occur in the learning approaches, teaching methodologies, research arena, in the work environment and in the use of information and knowledge. Helping students to learn using technological tools rather than using conventional techniques has become more popular in the 21st century in…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods

Peer reviewed
Direct link
