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Novak, Elena; Razzouk, Rim; Johnson, Tristan E. – Internet and Higher Education, 2012
This paper presents a literature review of empirical research related to the use and effect of online social annotation (SA) tools in higher education settings. SA technology is an emerging educational technology that has not yet been extensively used and examined in education. As such, the research focusing on this technology is still very…
Descriptors: Evidence, Higher Education, Research Design, Statistical Analysis
Yau, Hon Keung; Cheng, Alison Lai Fong – Journal of Technology Studies, 2012
Past studies have found male students to have more confidence in using technology for learning than do female students. Males tend to have more positive attitudes about the use of technology for learning than do females. According to the Women's Foundation (2006), few studies examined gender relevant research in Hong Kong. It also appears that no…
Descriptors: Foreign Countries, Programming Languages, Programming, Gender Differences
Kruk, Mariusz – Teaching English with Technology, 2014
Online virtual worlds are becoming important tools in foreign/second language instruction in view of the fact that they enhance learner motivation, promote autonomy and social presence in a 3D environment. Virtual worlds are a type of reality in which students can meet and communicate with other learners in the target language using text, voice or…
Descriptors: Internet, Information Sources, Web Based Instruction, Second Language Instruction
Swier, Robert – JALT CALL Journal, 2014
Recent studies of learner interaction in virtual worlds have tended to select basic tasks involving open-ended communication. There is evidence that such tasks are supportive of language acquisition, however it may also be beneficial to consider more complex tasks. Research in task-based learning has identified features such as non-linguistic…
Descriptors: Virtual Classrooms, Task Analysis, Goal Orientation, Qualitative Research
Jacobs, Joanne – Education Next, 2014
This article describes an Oakland Unified schools program of "blended learning" that is designed to reach students who are academically all over the map. Blended learning combines brick-and-mortar schooling with online education "with some element of student control over time, place, path, and/or pace" of learning. The program…
Descriptors: Blended Learning, Educational Technology, Computer Uses in Education, Discussion (Teaching Technique)
Juarez Collazo, Norma A.; Corradi, David; Elen, Jan; Clarebout, Geraldine – Higher Education Studies, 2014
Research has documented the use of tools in computer-based learning environments as problematic, that is, learners do not use the tools and when they do, they tend to do it suboptimally. This study attempts to disentangle cause and effect of this suboptimal tool use for experienced learners. More specifically, learner variables (metacognitive and…
Descriptors: Electronic Learning, Computer Assisted Instruction, Computer Uses in Education, Use Studies
Smith, Garth Spencer; Hardman, Joanne – International Journal of Education and Development using Information and Communication Technology, 2014
In this study the impact of computer immersion on performance of school leavers Senior Certificate mathematics scores was investigated across 31 schools in the EMDC East education district of Cape Town, South Africa by comparing performance between two groups: a control and an experimental group. The experimental group (14 high schools) had access…
Descriptors: Foreign Countries, Computer Uses in Education, Educational Technology, Mathematics Achievement
Yamaguchi, Shinobu; Sukhbaatar, Javzan; Takada, Jun-ichi; Dayan-Ochir, Khishigbuyan – International Journal of Education and Development using Information and Communication Technology, 2014
In 2008, Mongolia took part in One Laptop per Child (OLPC) project. Since that time, over 10,000 students in grades 2-5 in 43 primary education schools are using XO computers. This paper presents the findings of a study conducted in 2012 to evaluate the impact of the OLPC initiatives on students' literacy and math skills. This study covered 14…
Descriptors: Foreign Countries, Mathematics Achievement, Reading Achievement, Computer Uses in Education
Cheong, Christopher; Filippou, Justin; Cheong, France – Journal of Information Systems Education, 2014
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "gamification." Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they…
Descriptors: Educational Technology, Educational Games, Student Surveys, Undergraduate Students
Lin, Chih-Cheng; Hsiao, Hsien-Sheng; Tseng, Sheng-ping; Chan, Hsin-jung – Turkish Online Journal of Educational Technology - TOJET, 2014
This study was intended to investigate whether computer-assisted collaborative learning is comparable with computer-free and individual learning; in particular, it examined each of their effects on learning English vocabulary, followed by an analysis of their behavior patterns. In a junior high school in northern Taiwan, a normal classroom was…
Descriptors: English (Second Language), Second Language Instruction, Foreign Countries, Vocabulary Development
Kim, Il-Hee – Interactive Learning Environments, 2014
This article investigates the effect of participation in synchronous online discussions on the development of individual reasoning as manifested in reflective essays. Students from a fourth-grade classroom engaged in a series of real-time online discussions. The format of the discussion was based on the Collaborative Reasoning approach which has…
Descriptors: Skill Development, Logical Thinking, Thinking Skills, Synchronous Communication
Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope – Electronic Journal of e-Learning, 2014
In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…
Descriptors: Case Studies, Educational Games, Geography Instruction, English (Second Language)
Snodgrass, Suzanne J.; Ashby, Samantha E.; Rivett, Darren A.; Russell, Trevor – Australasian Journal of Educational Technology, 2014
Assessment of practical clinical skills is essential in the health fields. Objective Structured Clinical Exams (OSCEs), where examiners assess students performing clinical procedures on simulated patients (actors), are central to the evaluation of practical skills. However, traditional OSCEs require considerable time-investment to administer, and…
Descriptors: Clinical Experience, Medical Education, Medical Students, Physical Therapy
Revell, Kevin D. – Journal of Chemical Education, 2014
Three emerging technologies were used in a large introductory chemistry class: a tablet PC, a lecture capture and replay software program, and an online homework program. At the end of the semester, student usage of the lecture replay and online homework systems was compared to course performance as measured by course grade and by a standardized…
Descriptors: Chemistry, Science Instruction, Laptop Computers, Computer Software
What Works Clearinghouse, 2014
The 2013 study, "Interactive Learning Online at Public Universities: Evidence From a Six-Campus Randomized Trial," examined the impact of interactive learning online (ILO) on the pass rates of 605 students enrolled in introductory statistics courses at six public universities. ILO is a form of online course instruction in which…
Descriptors: Online Courses, Public Colleges, Interaction, Educational Technology

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