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Hrishikesh Bhide – ProQuest LLC, 2024
The meteoric rise in software and technology has altered the paradigm of information security and privacy. Classified information, stored earlier behind locked doors, is now stored on the internet on servers that can be accessed from anywhere on the globe. As a result of these advancements, we are now vulnerable to cyber-attacks. Cyber-attacks are…
Descriptors: Game Based Learning, Learning Strategies, Computer Security, Computer Science Education
Ambroise Baillifard; Maxime Gabella; Pamela Banta Lavenex; Corinna S. Martarelli – Education and Information Technologies, 2025
Effective learning strategies based on principles like personalization, retrieval practice, and spaced repetition are often challenging to implement due to practical constraints. Here we explore the integration of AI tutors to complement learning programs in accordance with learning sciences. A semester-long study was conducted at UniDistance…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Instructional Effectiveness, Learning Strategies
Jessica Klein; Sharon Medina; Kevin M. Spath; Callie A. Hill; Christoph Li; Isabelle Hwang; Krystina E. Olson; Chih-Chin Chou – Journal of Special Education Technology, 2025
The challenges faced by transition-age youth (TAY) with level one autism spectrum disorder (L1-ASD) during the transition to adulthood can be exacerbated by disability-related hurdles, particularly in employment and post-secondary education. Existing social skills training interventions for TAY with ASD often include building social narratives and…
Descriptors: Autism Spectrum Disorders, Transitional Programs, Youth, Interpersonal Competence
Constance A. Lightner; Carin A. Lightner-Laws; Tameka Womack – Educational Technology Research and Development, 2025
Many universities utilized a reactive, piecemeal approach to adapt and rapidly reopen schools at the onset of the COVID-19 pandemic. Although schools were able to resume classes online relatively quickly, there was limited time to explore best practices for an optimal online learning environment. The pandemic exposed significant issues in the…
Descriptors: Higher Education, Electronic Learning, Distance Education, Technology Uses in Education
Ari Kartini; Dadang Sunendar; Sumiyadi; Yulianeta; Asep Nurjamin; Cepri Maulana – International Journal of Language Education, 2025
This study aims to describe the utilization of innovative media in learning to write poetry developed in the form of a mobile application. This research uses the Research and Development (R&D) method by adopting the R2D2 model, which focuses on three main stages: (a) determination, (b) design and development, and (c) dissemination. The…
Descriptors: Material Development, Multimedia Materials, Handheld Devices, Computer Oriented Programs
Yiannis Koumpouros – Smart Learning Environments, 2024
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which…
Descriptors: Computer Simulation, Educational Technology, College Students, Computer Oriented Programs
Designing a Multinational Smartphone App Survey during COVID-19: Rewards, Risks, and Recommendations
Jennifer C. Davidson; Dimitar Karadzhov; Graham Wilson – Field Methods, 2024
Cost-effective and user-friendly, mobile phone-assisted methods have remained underutilized in qualitative social science research. The scarce methodological guidance, together with recruitment and ethical challenges, has arguably stifled advancements in this area. COVID-19 exposed the need to better equip researchers with the expertise and tools…
Descriptors: Test Construction, Handheld Devices, Computer Oriented Programs, Surveys
Brady D. Lund – Journal of Cybersecurity Education, Research and Practice, 2024
This paper investigates the integration of blockchain technology into core systems within institutions of higher education, utilizing the National Institute of Standards and Technology's (NIST) Cybersecurity Framework as a guiding framework. It supplies definitions of key terminology including blockchain, consensus mechanisms, decentralized…
Descriptors: Computer Oriented Programs, Computer Security, Databases, Information Storage
Lingefjärd, Thomas; Ahmet, Guner – Physics Teacher, 2022
The subject of mathematics is important for many other subjects, including physics. The questions we ask in physics often need a mathematical translation to be graphically interpreted and transformed. Students learn physics when interacting with physical questions; questions from physics also give insights and discoveries in mathematical problems.…
Descriptors: Science Instruction, Teaching Methods, Physics, Computer Oriented Programs
Sumie Leung; Conrad Perry; Jessica Guy; Deborah Loats; Kate Highfield; Jordy Kaufman – Infant and Child Development, 2025
Previous research showed that short-term second language training modulates children's brain responses to language processing. However, little is known about whether short-term training from language-immersion apps would have the same effect on young children's neural processing of a newly learnt language. We examined the auditory event-related…
Descriptors: Second Language Learning, Second Language Instruction, Computer Oriented Programs, Cognitive Processes
Serpil Yorganci; Murat Subasi – Education and Information Technologies, 2025
While GeoGebra applets have been extensively investigated in learning environments, few studies have addressed the interactive GeoGebra applets in an e-book-based learning environment. This study aims to compare the effects of the e-book created with interactive GeoGebra applets on students' learning achievement and motivation. The sample of the…
Descriptors: Electronic Books, Educational Technology, Technology Uses in Education, Undergraduate Students
Anne J. Maheux; Shedrick L. Garrett; Kara A. Fox; Nathan H. Field; Kaitlyn Burnell; Eva H. Telzer; Mitchell J. Prinstein – Child Development Perspectives, 2025
Social gaming--online gameplay involving digital interactions with others--is a common form of social media use among adolescents. Research on this topic has neglected the social aspect of gaming and the potential role of social gaming in adolescent development. In this article, we define social gaming, drawing on interdisciplinary theories to…
Descriptors: Adolescents, Games, Social Media, Play
Fawzi Alghazali; Mohammed Alzyoudi – Novitas-ROYAL (Research on Youth and Language), 2025
This study presents an exhaustive analysis of the phonological, morphological, and pragmatic dimensions of an artificial intelligence (AI) application developed to facilitate the pedagogical dissemination of Arabic to non-native speakers. The research examines Arabits, a leading AI application created by the Alef Educational Institution, designed…
Descriptors: Arabic, Artificial Intelligence, Second Language Instruction, Computer Uses in Education
Berker Kurt; Ümit Yildiz; Basak Eda Hanci-Azizoglu; Ersen Vural; Hüseyin Kafes – Psychology in the Schools, 2025
One of the gifts of the Digital Age in the field of literacy is Wattpad, a digital social reading application. The Wattpad platform is the world's largest reading network, with millions of users and diverse content. Within this context of significance and relevance, this study aims to reveal the interactions of adolescents using Wattpad, their…
Descriptors: Adolescents, Reading Habits, Handheld Devices, Electronic Publishing
Chenxi Liu; Ana-Paula Correia; Young Min Kim – Educational Technology Research and Development, 2025
Mobile learning can positively impact learning in different aspects, but the retention rate of mobile learning applications could be better. Based on the Technology Acceptance Model and the updated DeLone and McLean Information System Success Model, this study develops a novel model to examine the determinants of learners' acceptance of mobile…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Learning Activities

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