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Hyunkyung Lee; Curtis J. Bonk – Technology, Pedagogy and Education, 2024
This study examined the effects of reflective practices (RP) on self-directed learning competencies (SDLC) as well as the relationship between technology-mediated collaborative learning (TMCL) as a reflective practice and SDLC in a preservice teachers' class. Regression analyses were conducted to examine the effects of RP on SDLC. In addition, a…
Descriptors: Independent Study, Preservice Teachers, Teacher Education Programs, Comparative Analysis
Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
Adnan, Nor Hafizah; Ritzhaupt, Albert D. – TechTrends: Linking Research and Practice to Improve Learning, 2018
The failure of many instructional design initiatives is often attributed to poor instructional design. Current instructional design models do not provide much insight into design processes for creating e-learning instructional solutions. Given the similarities between the fields of instructional design and software engineering, instructional…
Descriptors: Instructional Design, Computer Software, Design, Electronic Learning
Buckley, Jim; DeWille, Tabea; Exton, Chris; Exton, Geraldine; Murray, Liam – Journal of Educational Technology Systems, 2018
Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be…
Descriptors: Games, Design, Educational Technology, Computer Software
Dogruer, Sule Sahin; Akyuz, Didem – International Journal of Science and Mathematics Education, 2020
This design research investigated the mathematical practices that eight graders (14-year-old students) developed when learning about prisms, cylinders, and their surface areas. An inquiry-based learning environment was created for students to engage in argumentation. The instruction was enriched by use of a dynamic geometry software, namely…
Descriptors: Grade 8, Mathematics Instruction, Geometric Concepts, Inquiry
Nichols, T. Philip; Johnston, Kelly – Journal of Adolescent & Adult Literacy, 2020
Multimodal composing using digital media has long emphasized forms of meaning making that extend beyond printed text to include a wider range of available semiotic resources. However, recent research has complicated this notion by highlighting how this availability does not follow inevitably from digital tools but arises from the interplay of…
Descriptors: Multiple Literacies, Multimedia Materials, Computer Software, Humanities
Subramonyam, Hariharan; Seifert, Colleen; Shah, Priti; Adar, Eytan – Grantee Submission, 2020
Learning from text is a "constructive" activity in which sentence-level information is combined by the reader to build coherent mental models. With increasingly complex texts, forming a mental model becomes challenging due to a lack of background knowledge, and limits in working memory and attention. To address this, we are taught…
Descriptors: Visual Aids, Natural Language Processing, Reading Strategies, Educational Technology
Hernández, Alexánder; Perdomo-Díaz, Josefa; Camacho-Machín, Matías – North American Chapter of the International Group for the Psychology of Mathematics Education, 2020
This paper presents an analysis of the classroom events that a group of future teachers of Secondary Education mathematics identified from their own experience when using GeoGebra to solve problems. The data analyzed are from the written materials by twelve mathematics majors who were studying the Mathematics for Teaching course. The students, in…
Descriptors: Problem Solving, Computer Software, Mathematics Education, Preservice Teachers
Oyaid, Afnan; Alshaya, Hessah – Malaysian Online Journal of Educational Technology, 2019
While observing the rapid growth in the field of e-learning, the present research aims to provide an experiential insight into the use of e-books, documenting its benefits, issues and future prospects. For this purpose, the researchers used their own eBook "Education Technology: Foundations and Applications" as the research instrument…
Descriptors: Student Attitudes, Electronic Publishing, Books, Electronic Learning
Anisimova, Tatyana; Sabirova, Fairuza; Shatunova, Olga; Bochkareva, Tatyana; Vasilev, Vladimir – Education Sciences, 2022
The purpose of this study is to analyze the problems of quality training of personnel for the digital economy of Russia during the pandemic within the framework of STEAM education and to identify their solutions with the help of the most effective distance learning tools. The research is based on a survey of 138 respondents (students of the…
Descriptors: Foreign Countries, Art Education, STEM Education, Distance Education
Shockey, Tod; Czerniak, Charlene; Ponnaiyan, Thehazhnan; Javaid, Ahmad; Oluoch, Jared – Journal of Computers in Mathematics and Science Teaching, 2022
We present a case of one teacher's engagement in project-based learning for algebra I students. This teacher was a member of a cohort of mathematics teachers and career technical educators who participated in a two-week intensive summer institute investigating autonomous vehicles. During the academic year, the follow up support for these educators…
Descriptors: Mathematics Teachers, Algebra, Mathematics Instruction, Student Projects
Tzur, Sharon; Davidovich, Nitza; Katz, Adi – International Journal of Higher Education, 2022
This study involves e-learning skills via educational software, compared to instruction via educational software with the mediation of an instructor. In the last two decades, the role of the teacher-lecturer has changed, from teaching to guidance and instruction. The technological tools have changed the nature of the learning space and the manner…
Descriptors: Teaching Skills, Electronic Learning, Educational Technology, Computer Software
Bogina, Veronika; Hartman, Alan; Kuflik, Tsvi; Shulner-Tal, Avital – International Journal of Artificial Intelligence in Education, 2022
This paper discusses educating stakeholders of algorithmic systems (systems that apply Artificial Intelligence/Machine learning algorithms) in the areas of algorithmic fairness, accountability, transparency and ethics (FATE). We begin by establishing the need for such education and identifying the intended consumers of educational materials on the…
Descriptors: Educational Technology, Computer Software, Artificial Intelligence, Stakeholders
Pielsticker, Felicitas – International Electronic Journal of Mathematics Education, 2022
The paper addresses concept formation processes of students in the field of geometry. More precisely, the paper deals with the questions of what knowledge do students activate about triangles in different contexts with different (digital) tools and furthermore what content-related meaning do they give to the concept of triangles? Methodologically,…
Descriptors: Geometry, Mathematical Concepts, Concept Formation, Case Studies
Wood, James – Assessment & Evaluation in Higher Education, 2022
In recent years, academic and practitioner attention to improving attainment as a result of feedback, as well as satisfaction with it, has led to a conceptualisation of feedback that considers learners' active role in making feedback processes effective. This has led to interest in 'feedback literacy' or what learners need for productive feedback…
Descriptors: Peer Evaluation, Feedback (Response), Undergraduate Students, Foreign Countries

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