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Kristine Winschel Woods – ProQuest LLC, 2021
This qualitative-interpretive study explored technology as an innovation, design principles of digital badges, the core features of professional learning, and adult learning theory's assumptions to conceptualize digital badge quality and rigor and facilitate digital badge evaluation as a professional learning design. A problem exists in designing…
Descriptors: Educational Technology, Technology Uses in Education, Elementary Secondary Education, Faculty Development
Shixin Fang; Yi Lu; Guijun Zhang; Wenjuan Qin – Research in Learning Technology, 2024
Facilitation strategies play a critical role in helping instructors teach effectively in an online environment. However, there is a lack of research on how different facilitation strategies impact the online learning experience. To address this gap, our study surveyed 5980 college students from two universities in China and analysed the…
Descriptors: Foreign Countries, College Students, Online Courses, Student Satisfaction
Office of Educational Technology, US Department of Education, 2024
Technology can be a powerful tool to help transform learning. It has the potential to empower students to expand their learning beyond the confines of the traditional classroom, support self-directed learning, help educators tailor learning experiences to individual student needs, and support students with disabilities. Technology also has the…
Descriptors: Technology Uses in Education, Global Approach, Electronic Learning, Computer Assisted Instruction
Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
Kgabo Bridget Maphoto; Zuleika Suliman – Research in Social Sciences and Technology, 2024
This study explores the implementation of e-learning strategies to enhance workplace English competence. The focus is on a semester module that consists of approximately 10,000 first-year university students in an ODeL context in South Africa. The study's objective was to collect data and contribute to the field of language learning in the…
Descriptors: Foreign Countries, Electronic Learning, Educational Technology, English for Special Purposes
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Martonia Gaskill; Paul Dye – Journal of Interactive Learning Research, 2024
The pursuit of improved patient outcomes through the evolution in medical education is ongoing. Traditional, didactic learning methods are still utilized as a primary modality throughout medical learning (Newman & Lattouf, 2020). To address deficits in understanding and retention of learning material, experiential learning methods are…
Descriptors: Computer Simulation, Online Courses, Blended Learning, Educational Technology
Mónica Martínez Gómez; Eliseo Bustamante García; César Berna Escriche – International Association for Development of the Information Society, 2024
E-learning was a vital tool for education during the global lockdown, as it was the only alternative for billions of students worldwide to continue learning amid the COVID-19 crisis. However, despite the importance and relevance of E-learning, there is a significant lack of studies that examine E-learning success under heterogeneity effects, such…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, COVID-19
Erica Joy Cupuro – ProQuest LLC, 2024
This study evaluated the effectiveness of faithful use of Imagine Math, a computer adaptive math intervention for elementary students in grades three through five. To achieve this objective, the researcher compared the math achievement growth as measured by the NWEA MAP math assessments from fall 2021 to spring 2022 between the treatment group and…
Descriptors: Mathematics Achievement, Program Implementation, Fidelity, Intervention
Rami Muhtaseb; John Traxler; Howard Scott – Asian Journal of Distance Education, 2024
This article reports on the findings of a study that explored educators' use of social media in formal and informal science education in Palestine, and their perceptions of the integration of the available tools and resources into their formal teaching and learning. The study used semi-structured interviews with 18 educators at three Palestinian…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Science Instruction
Jasmine D. Haynes; L. Trenton S. Marsh; Kim M. Anderson – Urban Education, 2025
This qualitative study explored the influence of implementing a virtual culturally responsive and equity-centered trauma-informed professional development series with seven urban educators in the U.S. The study's findings suggest that a culturally responsive, equity-centered trauma-informed professional development series can enrich educators'…
Descriptors: Urban Schools, Culturally Relevant Education, Equal Education, Trauma Informed Approach
Aspiranti, Kathleen B.; Dula, Mark E.; Ebner, Sara; Hilton-Prillhart, Angela – Journal of Intellectual Disabilities, 2023
Sight-word interventions are often implemented when students show delays in word recognition. However, few studies have investigated the effects of teaching sight words using phrases. The current study investigated the effects of a tablet-based flashcard intervention on the acquisition of sight phrases. A multiple-baseline design across word sets…
Descriptors: Sight Method, Reading Instruction, Students with Disabilities, Intellectual Disability
Effect of Game-Based, Social Media, and Classroom-Based Instruction on the Learning of Phrasal Verbs
Roohani, Ali; Heidari Vincheh, Maryam – Computer Assisted Language Learning, 2023
Mobile-assisted language learning (MALL), which provides access to learning without the constraints of place and time, is worthy of exploration for pedagogical purposes. Given the use of gaming applications and social media as potential instructional methods for MALL, this study investigated the effect of these two methods, along with traditional…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Game Based Learning
Nja, Cecilia Obi; Idiege, Kimson Joseph; Uwe, Uduak Edet; Meremikwu, Anne Ndidi; Ekon, Esther Etop; Erim, Costly Manyo; Ukah, Julius Ukah; Eyo, Eneyo Okon; Anari, Mary Ideba; Cornelius-Ukpepi, Bernedette Umalili – Smart Learning Environments, 2023
This study investigated the factors influencing science teachers' 'Artificial Intelligence' (AI) utilization by using the 'Technology Acceptance Model' (TAM). The factors investigated alongside TAM variables were teachers' data like; age, sex, and residence type. TAM items that were correlated in this study included; self-esteem, stress and…
Descriptors: Science Teachers, Educational Technology, Technology Integration, Artificial Intelligence
Apaydinli, Köksal – Journal of Educational Technology and Online Learning, 2023
This study aims to examine the studies scanned in Web of Science and Scopus databases between 2006-2020 on the use of augmented reality applications in music education in terms of their descriptive features, methodological features, and outcomes, and to reveal the trends in this field. The criterion sample approach was utilized in this qualitative…
Descriptors: Music Education, Educational Research, Computer Simulation, Educational Technology

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