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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
Chen, Teresa; Hsu, Hui-Mei; Stamm, Sheila Wright; Yeh, Ronnie – E-Learning and Digital Media, 2019
The purpose of this study was to identify salient features for a critical thinking app and create an instrument to facilitate the app evaluation and selection process. Two questions guided the study: (1) What distinguishes critical thinking instructional apps from others? and (2) What design principles are essential to develop a critical thinking…
Descriptors: College Students, Student Evaluation, Evaluation Methods, Critical Thinking
Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
Chen, Wenli; Tan, Jesmine S. H.; Zhang, Si; Pi, Zhongling; Lyu, Qianru – Educational Technology Research and Development, 2023
Nurturing twenty-first-century competency is one important agenda in this era, especially in developing collaborative learning and critical thinking skills. Yet, facilitating such a computer-supported collaborative learning (CSCL) environment is challenging. Although several technological platforms from past research studies were developed to…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Learning Analytics, Educational Technology
Hee Kyung Park; Sonya Nichole Martin – Asia-Pacific Science Education, 2024
This paper consists of a systematic review of the literature on ChatGPT's application in science education, drawing from studies conducted between January and September 2023, examining the current landscape, challenges, and implications of integrating ChatGPT into science classrooms. Analysis revealed a predominant emphasis on physics and…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Science Education
Critically Analyzing the Online Classroom: Blackboard, Moodle, Canvas, and the Pedagogy They Produce
Swerzenski, J. D. – Journal of Communication Pedagogy, 2021
Working from the crossroads of critical pedagogy and software studies, this study analyzes the means by which teaching technologies--in particular the popular learning management systems (LMS) Blackboard, Moodle, and Canvas--support a transmission model of education at the expense of critical learning goals. I assess the effect of LMSs on critical…
Descriptors: Educational Technology, Technology Uses in Education, Integrated Learning Systems, Teaching Methods
Lerma-Noriega, Claudia-A.; Flores-Palacios, María-L.; Rebolledo-Méndez, Genaro – Comunicar: Media Education Research Journal, 2020
InContext is a custom-designed mobile application for writing assignments intended for university students in journalism and research methodology courses. In these disciplines, it has been observed that there is a need for an educational and technological tool to guide the writing of text using preloaded templates in which students can input text…
Descriptors: Handheld Devices, Computer Software, Learning Strategies, Educational Technology
Matloob Haghanikar, Taraneh – Journal of Educational Technology Systems, 2019
To promote students' awareness about diversity and to create and sustain an ethic of inclusion, it is vital to offer them critical analytical skills necessary to understand systems of power and the tools to create change. Although many faculty already integrate diverse perspectives, materials, and pedagogical approaches into their courses, many of…
Descriptors: Educational Technology, Literacy Education, Instructional Effectiveness, Computer Software
Dhayanti, Decy; Johar, Rahmah; Zubainur, Cut Morina – Journal of Research and Advances in Mathematics Education, 2018
Learning can foster students' character as well as their understanding. Realistic Mathematics Education (RME) is one of learning approach to foster those competences. In this research, the learning-based RME will be supported by using the Geometer's Sketchpad. This study aims to improve the students' character through Realistic Mathematics…
Descriptors: Critical Thinking, Creative Thinking, Mathematics Education, Geometry
Wilson, James S.; Alvarez, Jacqueline; Davis, Bonnie C.; Duerinckx, Andre J. – Anatomical Sciences Education, 2018
Graduating physicians in all subspecialties have an increased need for competency in radiology, particularly since the use of diagnostic imaging continues to grow. To integrate the teaching of radiology with anatomy during the first year of medical school at Howard University, a novel approach was developed to overcome the limitations of resources…
Descriptors: Anatomy, Medical Education, Physicians, Radiology
El Shaban, Abir – Teaching English with Technology, 2017
The online student response system (SRS) is a technological tool that can be effectively implemented in English language classroom contexts and be used to promote students' active learning. In this qualitative study, "Socrative", a Web 2.0 software, was integrated with active learning activities and used as an SRS to explore English…
Descriptors: Active Learning, English (Second Language), Second Language Instruction, Computer Software
Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael – International Journal of Distance Education Technologies, 2015
Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…
Descriptors: Teaching Methods, Higher Education, Educational Games, Online Courses
Oluk, Ali; Korkmaz, Özgen – Online Submission, 2016
This study aimed to compare 5th graders' scores obtained from Scratch projects developed in the framework of Information Technologies and Software classes via Dr Scratch web tool with the scores obtained from Computational Thinking Levels Scale and to examine this comparison in terms of different variables. Correlational research model was…
Descriptors: Grade 5, Elementary School Students, Educational Technology, Technology Uses in Education
Ladeji-Osias, Jumoke O.; Partlow, LaDawn E.; Dillon, Edward C. – IEEE Transactions on Education, 2018
Contribution: This paper shows that participating in a year-round program for African-American male middle school students (ages 10-14) can positively impact their attitudes toward STEM, their confidence in problem solving and team work, and their interest in STEM careers, but may not impact the interest in taking STEM classes to the same extent.…
Descriptors: African American Students, Males, Middle School Students, Student Attitudes
Kushairi, Norliza – Journal of Science and Mathematics Education in Southeast Asia, 2015
This is an action research carried out to challenge my PowerPoint-based traditional way of delivering lecture. Awakened by calls for 21st century classroom models, which, among others, is to embed creativity and innovation as a means for critical thinking skill, a journey to embark on a cloud-based zooming presentation combined with grounded-based…
Descriptors: Action Research, Teaching Methods, Critical Thinking, Preservice Teachers

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