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Bailey, Ryinta – ProQuest LLC, 2023
This basic qualitative study explored the role of professional development in training faculty for online instruction and course development which has grown expeditiously. Previous literature covers professional development training offerings but does not cover the perspective of online faculty used to develop and equip for the online courseroom.…
Descriptors: Faculty Development, Online Courses, COVID-19, Pandemics
Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
Haley, Matthew R. – ProQuest LLC, 2023
It is difficult to imagine a world without technology in schools as we are surrounded by and dependent on the tools we use each and every day. Technology integration alone is a relatively newer topic in education as the world wide web was invented less than thirty-five years ago. Since the onset of technology integration in schools research has…
Descriptors: Educational Technology, Technology Integration, Teacher Attitudes, Readiness
Chenwei Ma; Fang Wang; Yang Lv – Education and Information Technologies, 2024
Bullet screen technology enables instant interactive class communication and comments for teachers and students, even in large classes. This study explores the effect of a bullet-screen comment class on students' learning. It utilizes media and communication theory, expectation confirmation theory, and the technology acceptance model to present…
Descriptors: Foreign Countries, Educational Technology, Undergraduate Students, Correlation
Ahmad Affandi Supli; Xiaojing Yan – Education and Information Technologies, 2024
The primary goal of this research was to examine the impact of Augmented Reality (AR) based virtual interaction and physical interaction on the development of spatial skills in Xining Qinghai, China's primary school students (aged 8 to 10). The research was conducted in a public-school setting with 54 participants using a quasi-experimental…
Descriptors: Computer Simulation, Educational Technology, Computer Mediated Communication, Interaction
Gloria A. Quisido – ProQuest LLC, 2024
Technology has become an integral part of the teaching and learning process in the current educational landscape, revolutionizing students' learning experiences in alternative and traditional educational settings. However, despite having access to various tech tools that support student learning, an achievement gap still exists, and many students…
Descriptors: Educational Technology, Technology Uses in Education, Teacher Attitudes, Science Teachers
Isis Olivia Lunsky; Gilmar Gutierrez; Olivier Rabu; Meg Gemmill; Debra Hamer – American Journal on Intellectual and Developmental Disabilities, 2024
Medical professionals commonly report having inadequate training providing care for individuals with intellectual and developmental disabilities (IDD). This pilot study aimed to address this gap through a virtual Objective Structured Clinical Examinations (OSCE) with individuals with IDD as patient educators for 25 first- and second-year medical…
Descriptors: Intellectual Disability, Developmental Disabilities, Medical Students, Medical Education
Wonjin Yu; Wanju Huang – TechTrends: Linking Research and Practice to Improve Learning, 2024
This study introduces a case of developing and piloting a tailored education program on AI education for beginner-level learners using machine learning platforms such as Google Teachable Machine and Scratch. The program was piloted with 27 elementary school students. Learning effects and satisfaction were examined during the pilot phase. The…
Descriptors: Artificial Intelligence, Program Development, Educational Technology, Learning Management Systems
Kathryn M. Abrams; Donald D. McMahon; Jonah Firestone; Holly Whittenburg; Lauren Bruno – Journal of Inclusive Postsecondary Education, 2024
The purpose of this study was to examine the use of virtual reality, an emerging technology, to teach college-age students with intellectual disability and autism to acquire science vocabulary words relating to human anatomy. One student with autism and two students with an intellectual disability participated in a multiple baseline across skills…
Descriptors: Educational Technology, Students with Disabilities, Intellectual Disability, Autism Spectrum Disorders
Salome H. Maro; Aron W. Kondoro; Joel S. Mtebe; Jamie Proctor; Aneth Komba; Björn Haßler – International Review of Research in Open and Distributed Learning, 2024
In low-income countries, the use of technology to enhance teacher continuous professional development (TCPD) activities has been increasing significantly. However, most technology initiatives related to TCPD require the installation of complex information and communications technology (ICT) infrastructure in schools or availability of reliable…
Descriptors: Foreign Countries, Faculty Development, Educational Technology, Developing Nations
Akhmad Asyari – Pegem Journal of Education and Instruction, 2024
The current research seeks to analyze university students' perceptions and attitudes of LMS-based learning. This research is a descriptive study with 607 students of State Islamic University of Mataram as the research subjects. Subjects are randomly selected from all students who used LMS as a learning medium. A 36-item questionnaire was…
Descriptors: Student Attitudes, Learning Management Systems, Educational Technology, College Students
Afis Baghiz Syafruddin; Hayuni Retno Widarti; Deni Ainur Rokhim – Turkish Online Journal of Distance Education, 2024
This study aims to determine the feasibility of Instagram-based chemistry learning media and the results of increasing student interest in learning acid-base material in everyday life with a multi-representation approach. The method used in this study is the ADDIE research and development model (Analysis, Design, Development, Implementation, and…
Descriptors: Social Media, Chemistry, Student Interests, Program Effectiveness
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
Jyoti Kapoor; Guneet Kaur Cheema – Journal of Interdisciplinary Studies in Education, 2024
Digital modules typically refer to self-contained units of online learning materials designed for specific topics or learning objectives. The researcher developed digital modules for three specific math units and conducted a three-week experiment in six schools in three districts of Punjab. The purpose of the study was to find the effectiveness of…
Descriptors: Learning Modules, Educational Technology, Technology Uses in Education, Mathematics Instruction

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