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Emily Di Zhang; Shulin Yu – Computer Assisted Language Learning, 2025
In this digital age, digital multimodal composing (DMC) has permeated the L2 classroom as a technology-enhanced L2 writing task. Despite the learning potential of DMC for L2 students, instruments that measure L2 students' DMC competence are rare. As such, the present study sought to develop and validate an L2 student DMC competence scale in the…
Descriptors: Foreign Countries, Construct Validity, Second Language Learning, English (Second Language)
Ricardo Alberto Reza Flores; Citlali Michélle Reza-Flores; Cristinao Galafassi; Abril Acosta-Ochoa; Rosa Maria Vicari – Journal of Pedagogy, 2025
This study examines how secondary-school students recognize and relate to artificial intelligence (AI) and the meanings they attribute to it in their everyday lives. Using a quantitative, descriptive, cross-sectional design, we explore the subjectivities of a purposive sample of 576 students from both public and private schools. The analysis…
Descriptors: Secondary School Students, Artificial Intelligence, Ethics, Moral Values
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Beneitone, Pablo; Yarosh, Maria – Research in Comparative and International Education, 2022
If we admit that students must be prepared for life and work in increasingly culturally-diverse and ever changing contexts through core curricula which are the competences that must be prioritized? What competences are 'strong candidates' to be considered as trans-regional and can lead to inclusive excellence in higher education? Does, this,…
Descriptors: Core Curriculum, Global Approach, Higher Education, Competence
Scoular, Claire; Care, Esther; Hesse, Friedrich W. – Journal of Educational Measurement, 2017
Collaborative problem solving is a complex skill set that draws on social and cognitive factors. The construct remains in its infancy due to lack of empirical evidence that can be drawn upon for validation. The differences and similarities between two large-scale initiatives that reflect this state of the art, in terms of underlying assumptions…
Descriptors: Problem Solving, Automation, Evaluation Methods, Cooperative Learning
Akhter, Humaira; Mahmood, Munazza – Online Submission, 2018
The objective of this study was to explore the impact of online education and to analyze the online education on students' academic learning. The study helps both the students and teachers to know the impact of online education on students' learning. 300 students from Virtual University of twin cities (Islamabad and Rawalpindi) of Pakistan were…
Descriptors: Instructional Effectiveness, Electronic Learning, Educational Technology, Distance Education
Seitenov, Akhmetzhan S.; Aubakirova, Rakhila Zh.; Fominykh, Nataliia Iu.; ?elenko, Oxana G. – Journal of Social Studies Education Research, 2020
The purpose of this study was to experimentally test the impact of the author's Concept and the corresponding educational and methodological support on the technological development of the pedagogical process (based on teaching Fine Arts to pre-schoolers). Quantitative research methods like surveys, interviews, questionnaires, tests, tutor…
Descriptors: Technology Uses in Education, Preservice Teacher Education, Preschool Teachers, Student Teachers
Tran, Yune – Journal of Educational Computing Research, 2019
The Computer Science Teachers Association has asserted that computational thinking equips students with essential critical thinking which allows them to conceptualize, analyze, and solve more complex problems. These skills are applicable to all content area as students learn to use strategies, ideas, and technological practices more effectively as…
Descriptors: Equal Education, Elementary School Students, Pretests Posttests, Computer Science Education
Pre-Service Teachers' Opinions about the Use of 21st Century Learner and 21st Century Teacher Skills
Tican, Canses; Deniz, Sabahattin – European Journal of Educational Research, 2019
The purpose of the current study is to determine pre-service teachers' opinions about 21st century learner and teacher skills. The study group of the current research is comprised of 391 senior students from an education faculty. As the data collection tool, the 21st century Learner Skills Use Questionnaire and 21st Century Teacher Skills Use…
Descriptors: Preservice Teachers, Student Attitudes, Teaching Skills, Thinking Skills
Osmani, Mohamad; Weerakkody, Vishanth; Hindi, Nitham – Journal of Education for Business, 2017
Higher education institutes are facing increasing pressure to ensure that graduates are equipped with the right set of attributes that will make them desirable to potential employers. To deal with this pressure, universities have for some time been embedding employability attributes into their curriculum through classroom-based teaching and…
Descriptors: College Graduates, Employment Potential, Foreign Countries, Qualitative Research
de Berg, Anna – Research-publishing.net, 2016
In today's digital age, Languages graduates need more specific skills than fluency in the foreign language and intercultural competence. Employers expect from all applicants a high level of computer literacy and a set of soft skills such as creativity or the ability to solve problems and work on team projects. Modern Foreign Language (MFL)…
Descriptors: Second Language Instruction, Second Language Learning, Student Role, Video Technology
Learning and Work Institute, 2017
The European Agenda for Adult Learning defines the focus for European cooperation in adult education policies for 2012-2020. The Agenda highlights the need to increase participation in adult learning of all kinds (formal, non-formal and informal) either to acquire new work skills, or for active citizenship, or for personal development and…
Descriptors: Foreign Countries, Adult Learning, Adult Education, Lifelong Learning
Morgan, Mia Lynn – ProQuest LLC, 2015
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Descriptors: Media Literacy, Computer Literacy, Computer Games, Case Studies
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Kelley, Todd R. – Technology and Engineering Teacher, 2014
Members of the technology and engineering education community have provided a clear message that (Standards for Technological Literacy) STL provides multiple opportunities to teach engineering concepts within K-12 education. This article will review recent research within technology education and the technological literacy standards…
Descriptors: Technology Education, Technological Literacy, Scientific Research, Literature Reviews

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