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Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
Gyeonggeon Lee; Da Yeon Kang – Asia-Pacific Science Education, 2024
Constructivist learning theories have emphasized learners' interactions with the environment, which includes their peers. Therefore, student cooperation/collaboration has been considered crucial in science education. However, although there have been many science cooperative/collaborative learning (CCL) studies reported in Korea, there has been a…
Descriptors: Cooperative Learning, Science Education, Engineering Education, Foreign Countries
Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
Henrike Diekhoff; Steffen Greve – Physical Education and Sport Pedagogy, 2025
Background: The use of digital technology in physical education (PE) is widely debated. PE is influenced by children's everyday lives and by changes in society, including the powerful presence of digital technology. However, there is little research on using digital technology in the context of invasion games in primary school PE. The possibility…
Descriptors: Educational Technology, Technology Uses in Education, Physical Education, Games
Kynigos, Chronis; Grizioti, Marianthi; Latsi, Maria – Digital Experiences in Mathematics Education, 2023
Classification is a complex process that involves scientific concepts and higher-order mental processes such as abstraction, generalization, and pattern recognition. Even though it is an important competence for understanding the world, dealing with data and information, and solving complex problems, the education system embeds just its simplest…
Descriptors: Classification, Thinking Skills, Mathematics Skills, Educational Games
Minh Ngoc An Pham; Loc No Pham; Truong Diem Ngoc Nguyen; Ngoc Quynh Trang Quach; Pham Thanh Liem Tran – International Society for Technology, Education, and Science, 2023
The outbreak of the COVID-19 pandemic along with the gradually changing educational trends facilitate the transformation from traditional learning methods to digital learning methods. Besides, student satisfaction is vital in remote education course evaluations because it is associated with the quality of online programs. Recently, the EduNext…
Descriptors: Student Satisfaction, Constructivism (Learning), Electronic Learning, Educational Technology
Mohammed Ali Mohsen; Tahani Salman Alangari – Education and Information Technologies, 2024
This study aims to analyze the research outputs of immersive technology in the field of education for the past two decades. To this end, we retrieved 2665 articles that contained 75674 valid references from the Scopus database for the period between 2001-2021. Several structural and temporal metrics were used to find out the emerging topics…
Descriptors: Technology Uses in Education, Educational Research, Educational Trends, Computer Simulation
Abel Nyimba Najah; Emmanuel Awundin Azumah – International Journal of Research in Education and Science, 2025
The study explored the influence of technology on science teachers' PCK and the benefits of that knowledge component on classroom practices. The study relied on science teachers teaching the various science subjects such as Biology, Chemistry, Integrated Science and Physics in Tamale Metropolis, Ghana. Sequential explanatory research design was…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Science Teachers
Natalia Riapina – Business and Professional Communication Quarterly, 2024
This article presents a conceptual framework for integrating AI-enabled business communication in higher education. Drawing on established theories from business communication and educational technology, the framework provides comprehensive guidance for designing engaging learning experiences. It emphasizes the significance of social presence,…
Descriptors: Artificial Intelligence, Business Communication, Higher Education, Technology Uses in Education
Galit Wellner; Ilya Levin – Learning, Media and Technology, 2024
The paper proposes a framework for thinking about digital technologies, including AI, in education. The framework combines Don Ihde's postphenomenology and Seymour Papert's constructionism. The former is rooted in the philosophy of technology, the latter -- in education and technology. The intersections between the two theories have been mentioned…
Descriptors: Philosophy, Children, Phenomenology, Constructivism (Learning)
Emin Tamer Yenen; Oktay Kizkapan – Discover Education, 2025
This study seeks to explore the impact of learning scenarios on pre-service science teachers' (PSSTs) perceptions of constructivist learning and their dispositions toward instructional technologies. Adopting a single-group pretest-posttest experimental design, a quantitative research methodology was employed. The participants consisted of…
Descriptors: Vignettes, Preservice Teacher Education, Preservice Teachers, Student Attitudes
Alalwan, Nasser – Education and Information Technologies, 2022
Learners can interact and connect with one another in new ways thanks to social media. This study employs two models to investigate the factors that contribute to students' involvement in order to improve their learning: constructivism and the technology acceptance model (TAM). Therefore, the objective of this research is to create a model of real…
Descriptors: Social Media, Learner Engagement, Constructivism (Learning), Educational Technology
Morris, Thomas Howard; Rohs, Matthias – Interactive Learning Environments, 2023
Self-directed learning is a critical competence for living and working in our increasingly complex and unpredictable world. The concept of self-directed learning grew out of the adult learning field and scholars highlight the need to examine how self-directed learning competence can be fostered during childhood. However, there are very few…
Descriptors: Educational Technology, Independent Study, Technology Uses in Education, Student Role
Wang, Victor; Torrisi-Steele, Geraldine; Reinsfield, Elizabeth – Journal of Adult and Continuing Education, 2021
Adult learners can have well-established 'ways of knowing', so a process of transformation represents learning that challenges them to discover new ways of thinking. Transformative learning is thus a frame for the practice of adult educators. The affordances of technologies can be exploited to facilitate transformative learning in adult learning…
Descriptors: Transformative Learning, Epistemology, Technology Uses in Education, Adult Education
Eyal Liat; Merav Hayak – British Journal of Educational Technology, 2025
In today's era, the ability to create and utilize digital games in the classroom is of great importance, for both teachers and students. Yet traditional teaching methods often lack the implementation of games in general, and of digital games in particular. This study presents a unique constructivist framework for creating and integrating…
Descriptors: Technology Integration, Educational Technology, Educational Games, Constructivism (Learning)

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