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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
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
James Paul Gee; Qing Archer Zhang – Phi Delta Kappan, 2024
The landscape of writing is evolving in the era of generative AI. James Paul Gee introduces the concept of "cybersapien writing literacy," which emphasizes a synergistic partnership between humans and AI. He outlines four essential types of writing and discusses their potential benefits for personal growth, critical thinking, and…
Descriptors: Writing Skills, Artificial Intelligence, Intelligent Tutoring Systems, Reflection
Esra Kizilay; Nagihan Tanik Önal; Asli Saylan Kirmizigül – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
This study presents a rollercoaster activity including virtual reality and following the six-steps engineering design process. In the study, a real-life problem involving a rollercoaster accident was given to 12 pre-service science teachers first. The participants were then asked to imagine, plan, create, and test a rollercoaster without an…
Descriptors: STEM Education, Learning Activities, Computer Simulation, Educational Technology
Marie van Staveren – Journal of Chemical Education, 2022
This paper shows a method for integrating computer programming into a standard physical chemistry laboratory sequence to augment student data analysis abilities and allow them to carry programming skills forward to other courses. The Python programming language is used, taking advantage of the pedagogical benefits of Jupyter notebooks, primarily…
Descriptors: Programming Languages, Educational Technology, Chemistry, Science Laboratories
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Hunt, Tiffany; Carter, Richard; Yang, Sohyun; Zhang, Ling; Williams, Mia – Journal of Special Education Technology, 2022
Given the complex roles of special educators, it is important that they be offered tailored professional development (PD) opportunities. Unfortunately, most PD tends to occur in "sit-and-get" formats, with generalized content that may or may not meet the needs of attendees. Districts are starting to investigate the use of…
Descriptors: Special Education Teachers, Faculty Development, Educational Technology, Technology Uses in Education
Douglas H. Clements; Shannon S. Guss; Julie Sarama; Daniela Alvarez-Vargas – Grantee Submission, 2025
Mathematics is a core component of cognition. Unfortunately, most young children and teachers cannot access research-based early childhood mathematics resources. Building on a quarter-century of research, we are developing and evaluating an innovative, integrated, intelligent, and interactive system of technologies based on empirically validated…
Descriptors: Technology Uses in Education, Early Childhood Education, Elementary Education, Educational Technology
Silva, Steve; Vyn, Reuben; Gatewood, Rachel; Colombo, Mariana; Saichaie, Kem – New Directions for Teaching and Learning, 2020
This chapter describes a program where graduate students serve as instructional technology consultants on educational projects that enhance the student-learning experience. In the process, they develop skills to prepare them for a variety of academic and professional settings.
Descriptors: Communities of Practice, Graduate Students, Consultants, Educational Technology
Chamila Subasinghe – Teaching in Higher Education, 2024
Studio, a breeding ground for curiosity and wonder, has become more of a confined space for innovation lately. Infrastructure shortage also has triggered a somewhat impersonal attitude to studio learning. Can Design-Activism mitigate such stresses on the studio by becoming an alternative mode of driving studio processes? Reflectively, this study…
Descriptors: Foreign Countries, Design, Activism, Educational Innovation
European Union, 2025
The Digital Education Accelerator supported 21 digital education solutions over three years, providing structured guidance, expert mentorship, testing, showcasing, and validation opportunities. As part of the European Digital Education Hub, the programme aimed to foster innovation by helping teams refine their solutions, scale their impact, and…
Descriptors: Educational Innovation, Preschool Education, Elementary Secondary Education, Career and Technical Education
Jennifer Annette Cottrell; Robert Alex Smith; Audra I. Classen – Journal of Special Education Technology, 2024
Online instructional delivery has always been viewed as beneficial due to its flexibility in settings and times, but the COVID-19 pandemic produced an essential need for the ability to engage in learning without direct contact with others. For students with Autism Spectrum Disorder and Intellectual Disability (ASD and ID) who have extensive…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Intellectual Disability, Video Technology
Madhav Sharma; Andy Bowman – Journal of Information Systems Education, 2025
"Not only SQL" (NoSQL) databases have become widespread across organizations, enabling sophisticated, data-driven applications to be highly available, distributed, and cloud-based, such as e-commerce, social media, online multiplayer games, and video streaming. However, NoSQL is still sparsely found in MIS and analytics curricula. This…
Descriptors: Educational Technology, Technology Integration, Databases, Data Analysis
Werner Juarez, Sara – TEACHING Exceptional Children, 2023
While the COVID-19 pandemic drastically affected families, it also accelerated the availability and use of video conferencing technology in their homes. Families will continue to experience challenges, even when children safely return to in-person instruction. The purpose of this article is to demonstrate how practitioners can use behavioral…
Descriptors: COVID-19, Pandemics, Telecommunications, Behavior Modification
Sri Hermawati Dwi Arini; Tuti Tarwiyah Adi – International Association for Development of the Information Society, 2024
In the current era of Society 5.0, technology is being used to enhance the quality of human life. This concept is in line with the ideas presented by Churches in 2009 when revising Bloom's Taxonomy, which evolved into Digital Bloom. In addition, the changing era also underscored the competencies that students need to acquire as stated by Trilling…
Descriptors: Skill Development, Educational Technology, Music Education, Foreign Countries

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