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Selma Ceran – International Journal of Technology in Education, 2025
This study aims to examine high school students' artificial intelligence literacy in visual arts subjects and their attitudes toward metaverse-based digital art. The research was conducted using a comparative-relational screening model, one of the screening models. The study sample consisted of 278 9th, 10th, 11th, and 12th grade students. The…
Descriptors: Foreign Countries, High School Students, Artificial Intelligence, Visual Arts
Abeer Salim Ali Al Hosni; Rouhollah Khodabandelou; Mohammad Amerian – Journal of Research in Special Educational Needs, 2025
Technological advancements have introduced new educational methods that, when combined with appropriate pedagogical foundations, transform the landscape of education. This study investigates the knowledge, skills, attitudes and challenges faced by teachers of deaf students (DSTs) in integrating Augmented Reality (AR) technology into their teaching…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Knowledge Level
Aranka Bijl; Sebastiaan de Klerk; Bernard P Veldkamp; Eva de Schipper; Saskia Wools – Journal of Educational Technology Systems, 2025
Workers in many vocations rely on a wide range of information to solve problems, including Dutch municipal enforcement officials (MEOs) who require this skill when planning surveillance routes. The present study focused on the development of a digital simulation game intended for assessing domain-specific information problem solving (IPS) in…
Descriptors: Foreign Countries, Career and Technical Education, Problem Solving, Computer Games
Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Grantee Submission, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: Geometry, Mathematics Education, Computer Simulation, Tablet Computers
Candace Walkington; Julianna Washington; Jonathan Hunnicutt; Mitchell J. Nathan – Grantee Submission, 2025
Augmented reality (AR), where digital holograms are layered over the real world, is rapidly being applied to different educational domains, including mathematics education. However, little is known about how AR can be effectively designed for collaborative use. There are both practical and theory-based reasons to set up collaboration in AR in…
Descriptors: Mathematics Instruction, Problem Solving, Computer Simulation, Technology Uses in Education
F. Jerry Reen; Owen Jump; Grace McEvoy; Brian P. McSharry; John Morgan; David Murphy; Niall O'Leary; Billy O'Mahony; Martina Scallan; Christine Walsh; Briony Supple – Journal of Biological Education, 2025
The development of accurate spatial conceptualisations of molecular biology structures, processes and interactions represents a critical learning outcome for a wide array of life sciences students. In this study, we investigated student learning through a bespoke virtual reality (VR) simulation focused on interactive assembly of an expression…
Descriptors: Computer Simulation, Technology Uses in Education, Science Education, Molecular Biology
Rosidah; M. Miftach Fakhri; Muhammad Ammar Naufal; Muhammad Takwin Machmud; Della Fadhilatunisa; Fitria Arifiyanti; Soeharto Soeharto – Education and Information Technologies, 2025
Despite the increasing use of digital tools in education, limited research has explored their combined impact on both cognitive and affective learning outcomes in mathematics. This study aims to address this gap by investigating the effect of integrating GeoGebra technology through Augmented Reality (AR) and microgames on students' motivation,…
Descriptors: Mathematics Instruction, Technology Uses in Education, Computer Software, Computer Simulation
Melese Astatke; Cathy Weng; Abebayehu Yohannes – Education and Information Technologies, 2025
With the growing availability of immersive technologies, such as Immersive Virtual Reality (IVR), students are now afforded greater opportunities to explore diverse educational domains, including Science, Technology, Religion, Engineering, Arts, and Mathematics (STREAM). However, there remains a paucity of research investigating the efficacy of…
Descriptors: Technology Uses in Education, STEM Education, Art Education, Creativity
Haidee Jackson; Kara Rosenblatt – Journal of Computers in Mathematics and Science Teaching, 2025
Virtual reality learning objects are representative of promising immersive, interactive technologies that may have the potential to support increased accessibility to learning. Evaluating the experiences of educators' and students' in using these tools within the educational process is not only critical for ensuring that technology integration is…
Descriptors: STEM Education, Computer Simulation, Teaching Methods, Teacher Attitudes
Baraa Albishri; Karen L. Blackmore – Interactive Technology and Smart Education, 2025
Purpose: The study aims to identify the key advantages/enablers and disadvantages/barriers of augmented reality (AR) implementation in education through existing reviews. It also examines whether these factors differ across educational domains. Design/methodology/approach: This study conducted a systematic review of reviews to synthesize evidence…
Descriptors: Literature Reviews, Review (Reexamination), Simulated Environment, Physical Environment
Yung-Chi Lin – International Journal of Science and Mathematics Education, 2025
This study investigated the effectiveness of an innovative virtual classroom simulation (CartoonClass), compared to traditional face-to-face role-play, as methods of teacher education. The study's participants were 62 pre-service teachers from two mathematics-teaching methods courses. The participants in one course were assigned to the virtual…
Descriptors: Virtual Classrooms, Computer Simulation, Role Playing, Mathematics Instruction
María José Merchán; Pilar Merchán; Emiliano Pérez; Santiago Salamanca; Mario Corrales-Serrano – Interactive Technology and Smart Education, 2025
Purpose: This study aims to explore how virtual reality (VR) can enhance the teaching of history to trainee early childhood teachers, particularly by leveraging local cultural heritage. It evaluates the effectiveness of VR in developing historical understanding, technical usability and emotional engagement. Design/methodology/approach: A…
Descriptors: Computer Simulation, Technology Uses in Education, History Instruction, Early Childhood Teachers
Franceschi, Roberta Barban; de Miguel Álvarez, Laura – Journal of Educational Technology and Online Learning, 2021
Virtual museums are the answer a digital society, a new cultural, social, and economic system and a tool for educational innovation and digital learning. This article aims to collate all relevant evidence in virtual cultural museums with a teaching approach and detect what is published using the following question "What is published about…
Descriptors: Museums, Computer Uses in Education, Educational Research, Internet
Zheng, Yuan; Huang, Zewei; Yang, Yanbin – Physics Teacher, 2021
As intriguing optical phenomena that occur in nature, mirages are widely known and often mentioned in physics classes when introducing the basics of optics. In the atmosphere, a mirage occurs under the condition of vertical variations in air density, which are usually caused by a temperature gradient. The light rays are continuously refracted and…
Descriptors: Physics, Science Instruction, Optics, Teaching Methods
Zazueta-Hernández, Jorge Antonio; López-Barrientos, José Daniel – Teaching Statistics: An International Journal for Teachers, 2021
This paper walks the reader through a simple mathematical characterization of the popular children's game, "Chutes and Ladders," focusing primarily on Monte Carlo simulation. The focus is then shifted to the board game "No Te Enojes" in order to analyze the implications of the introduction of strategy. The presence of strategy…
Descriptors: Games, Monte Carlo Methods, Generalization, Mathematics

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