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Xu, Wei; Dai, Tao-Tao; Shen, Zhi-Yi; Yao, Yu-Jia – Interactive Learning Environments, 2023
In recent years, more and more technical tools have been introduced into various museums, bringing new opportunities and challenges for the research of museum learning. Whether the application of these technologies can effectively improve the effects of museum learning has become a major problem perplexing museum learning researchers. In this…
Descriptors: Museums, Educational Technology, Technology Uses in Education, Program Effectiveness
Asmaa AlSaqqaf; Ke Hu – Discover Education, 2025
Past health crises highlight e-learning's vital role in sustaining education during disruptions. Effective student engagement in online platforms supports continuity amid school closures, yet its efficacy, particularly for primary and secondary students in Sabah, Malaysia remains persistent understudied. Very little research has employed the…
Descriptors: Educational Technology, Electronic Learning, Elementary Secondary Education, Learner Engagement
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Kun Lei – Interactive Learning Environments, 2023
The paper examines the effectiveness of special apps for online piano lessons and measures the apps' impact compared to the control group that studied without the use of additional software. The study involved 350 students. The effect of Skoove and Simply Piano apps on the learning of piano skills has been analyzed. First-year students from small…
Descriptors: Musical Instruments, Music Education, Online Courses, Computer Oriented Programs
Rachel Schechter; Maddie Lee Mason; Laura Janakiefski – Online Submission, 2024
This study examines the usage and effectiveness of Lexercise, a hybrid reading intervention program combining weekly literacy intervention with structured independent practice, in supporting reading skill development among struggling readers. Analysis of 198 students in grades 2-6 during the 2023-2024 school year revealed strong adherence to the…
Descriptors: Grade 2, Grade 3, Grade 4, Grade 5
Chang, Jui-Hung; Chiu, Po-Sheng; Lai, Chin-Feng – Interactive Learning Environments, 2023
In recent years, governments have paid much more attention to online learning platforms. This study establishes a high-performance agricultural digital learning platform (hereafter referred to as the Platform), in an attempt to (1) achieve learning diversity, improve users' learning ability and willingness to learn, and unblocking…
Descriptors: Online Courses, Educational Technology, Agricultural Education, Electronic Learning
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Torgal, Cagil; Espelage, Dorothy L.; Polanin, Joshua R.; Ingram, Katherine M.; Robinson, Luz E.; El Sheikh, America J.; Valido, Alberto – School Psychology Review, 2023
Cyberbullying among youth is an emerging public health concern that has a wide array of deleterious outcomes. The current meta-analytic review synthesized school-based cyberbullying prevention programs' impact on promoting cyber-bystander intervention among K-12 students. As a result of exhaustive searches and a thorough screening procedure, a…
Descriptors: Bullying, Computer Mediated Communication, Prevention, Program Effectiveness
Mansfield, Sheryl; King, Samantha; Rice, Paul – Journal of University Teaching and Learning Practice, 2022
During the COVID-19 pandemic, the University of Northampton changed its usual mode of delivery from face-to-face to online. This may have involved less adjustment than in other institutions as, pre-pandemic, the university already made use of active blended learning using its virtual learning environment. To capture the student voice concerning…
Descriptors: COVID-19, Pandemics, Student Satisfaction, Online Courses
Jehan Abduljabbar – ProQuest LLC, 2021
The purpose of this mixed-method study was to investigate fourth and fifth grade students' "flow" experience in e-learning during the COVID-19 outbreak and teachers' perspective regarding flow as model of students' engagement in e-learning. A concurrent triangulation mixed method design was employed in which quantitative and qualitative…
Descriptors: Grade 4, Grade 5, Educational Technology, Electronic Learning
Nassr, Rasheed Mohammad; Alkhnbashi, Omer S.; Aldossary, Alia Ahmed; Bamasoud, Doaa M.; Amiruddin, Ungku Nurshakira binti Ungku – Journal of Educators Online, 2023
Lockdowns due to the COVID-19 pandemic have forced universities to migrate entirely to eLearning to deliver classes. Students have found themselves using either synchronous, asynchronous, or mixed mode learning methods based on their universities' preferences. Many studies that investigated difficulties during the lockdown have been mainly…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
California Community Colleges, Chancellor's Office, 2025
Pursuant to California Education Code Section 88750, the California Community Colleges Chancellor's Office and the Board of Governors for California Community Colleges are pleased to release the Cal LAW Legislative Report. The report includes information on program implementation; program outcomes, including student participation and the…
Descriptors: Community Colleges, Community College Students, Student Needs, Services
Roberts, Kim; Benson, Angela; Mills, Jamie – Journal of Research in Innovative Teaching & Learning, 2021
Purpose: Today's digital and mobile learning environment has contributed to the increased availability of and interest in e-textbooks, and many school systems are conducting trials to evaluate their effectiveness. The purpose of this paper is to identify and analyze instructors' levels of use (LoU) of e-textbook features and innovations at a…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Publishing, Textbooks
Pradana, Lingga Nico; Sa'dijah, Cholis; Sulandra, I. Made; Sudirman; Sholikhah, Octarina Hidayatus – European Journal of Educational Research, 2020
The purposes of the current study were to develop students' spatial orientation skills using Virtual Mathematics Kits (VMK) and to evaluate VMK as a form of digital media in terms of spatial orientation. This study involved 42 lower-class and 47 higher-class elementary school students as the intervention group and 36 lower-class and 41…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Spatial Ability

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