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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
Joohi Lee; Sham'ah Yunus; Joo Ok Lee – Early Childhood Education Journal, 2025
Robotics has emerged as a popular interdisciplinary pedagogical approach in the field of education to teach children STEM concepts. By providing playful learning experiences, the use of robots engages children in an active learning process, making it an effective tool to promote their targeted knowledge, skills, and disposition towards STEM,…
Descriptors: Preschool Children, Preschool Education, Programming, Skill Development
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
Jessica Klein; Sharon Medina; Kevin M. Spath; Callie A. Hill; Christoph Li; Isabelle Hwang; Krystina E. Olson; Chih-Chin Chou – Journal of Special Education Technology, 2025
The challenges faced by transition-age youth (TAY) with level one autism spectrum disorder (L1-ASD) during the transition to adulthood can be exacerbated by disability-related hurdles, particularly in employment and post-secondary education. Existing social skills training interventions for TAY with ASD often include building social narratives and…
Descriptors: Autism Spectrum Disorders, Transitional Programs, Youth, Interpersonal Competence
Ulzharkyn ?bdigapbarova; Aigul Syzdykbayeva; Elmira Aitenova; Sabira Nishanbayeva; Saniya Nurgaliyeva – Journal of Education and e-Learning Research, 2025
This study examines the impact of digital etiquette training on the development of a digital communication culture among future teachers by providing new perspectives and access to scientific knowledge in the field of digital etiquette. A mixed-methods approach was used both before and after the test. The study included 115 respondents. The…
Descriptors: Foreign Countries, Preservice Teachers, Computer Mediated Communication, Communication Skills
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
Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Fajarani Fitriasih; Tri Handayani; Hanum Isfaeni – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
Technological advances in the era of Learning Society 5.0 encourage the birth of innovation in education. One of them is Internet of Things (IoT) based learning media. This study aims to develop Internet of Things-based learning media with a STEAM approach to biotechnology material to improve problem-solving and collaboration skills in grade IX…
Descriptors: Problem Solving, Cooperative Learning, Skill Development, STEM 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
Ana Carolina Medeiros Barbosa; Fernanda Costa Souza; Erika Blum Camarano; Ênio Lacerda Vilaça; Rodrigo Richard da Silveira; Guilherme Costa Carvalho Silva – Journal of Education and Learning, 2025
This study evaluated the effectiveness of traditional teaching methods in developing students' practical skills in the Laboratory Practice in Indirect Restorations (LPIR) course at the School of Dentistry, Universidade Federal de Minas Gerais (FAO-UFMG). A qualitative before-and-after study was conducted with 25 fifth-semester undergraduate dental…
Descriptors: Foreign Countries, Undergraduate Students, Dental Schools, Dentistry
Matt Bower, Editor; Belinda von Mengersen, Editor – Routledge, Taylor & Francis Group, 2025
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world. With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills…
Descriptors: Technology Uses in Education, Educational Technology, Design, Artificial Intelligence
Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
Wenjuan Ma; Wenjing Ma; Yongbin Hu; Xinyu Bi – Education and Information Technologies, 2025
The integration of technology in higher education is constantly evolving, and the recent emergence of generative artificial intelligence (AI), particularly AI-based chatbots, presents both opportunities and challenges. This rapid advancement raises crucial questions about the effective and appropriate implementation of these tools in learning and…
Descriptors: Literature Reviews, Higher Education, Technology Uses in Education, Educational Technology
Ivatul Laily Kurniawati; Punaji Setyosari; I Wayan Dasna; Henry Praherdhiono – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The era of Industrial Revolution 4.0 has triggered an explosion of digitalization in all fields, especially information. This era of Industrial Revolution 4.0 has led to a shift in learning from face-to-face learning in the classroom to online learning. This study will determine students' argumentation skills and self-directed learning (SDL) in…
Descriptors: Problem Based Learning, Flipped Classroom, Persuasive Discourse, Independent Study
Dwi Maryono; Sajidan; Muhammad Akhyar; Sarwanto; Bayu Tri Wicaksono; Nurcahya Pradana Taufik Prakisya – Discover Education, 2025
This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student's proficiency levels, while gamification elements…
Descriptors: Career and Technical Education Schools, High Schools, High School Students, Electronic Learning

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