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Hauck, David Johannes; Melle, Insa – Education Sciences, 2021
Collaboration is regarded as one of the core competences of the 21st century when it comes to complex problem solving. In response to high dropout rates among STEM students, we developed a digital-collaborative intervention on a difficult topic, MO theory, for first-year chemistry students. First, students work independently in a Digital Learning…
Descriptors: College Freshmen, College Science, Science Instruction, Chemistry
Ahn, Kakyung – International Journal of Higher Education, 2019
Mathematics, along with the need for logic and thinking, is becoming more important in many fields. Therefore, many universities in Korea have opened and operated a college basic math course to improve basic math skills for freshmen in science and engineering. The new generation of digital generation is creative, familiar with cooperation and…
Descriptors: Teaching Models, Undergraduate Students, Algebra, Foreign Countries
Sánchez, María José Naranjo; Garcia, Mª Mercedes Rico; Santamaría, Héctor Sánchez; Serrat, Jesús Salguero – International Association for Development of the Information Society, 2019
With the recent emergence of the interactive TV, the iTV starts to gain ground as a learning social media forgotten in the last decades due to previously existing applications (smart phones, tablets, laptops) that surpassed it. The TV has always been used as a means of transmission and family conciliatory, but, at the same time, the necessary…
Descriptors: Second Language Learning, Second Language Instruction, Interactive Video, Social Media
Tyndale, Eric; Ramsoomair, Franklin – Journal of Educational Technology, 2016
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Descriptors: Video Games, Handheld Devices, Story Telling, Interactive Video
Bharati, V. Jayendra; Srikanth, R. – International Journal of Learning and Change, 2018
Ubiquitous technologies have a great potential to enrich students' academic experience. Students are more interested in using interactive learning techniques apart from the traditional learning techniques. Several research studies for m-learning has been done in the USA, UK concentrating on students undergoing a graduation degree, especially…
Descriptors: Foreign Countries, Electronic Learning, Adoption (Ideas), Models
Kaya, Mehmet Tamer; Yazici, Hakki – Review of International Geographical Education Online, 2018
The aim of this study is to analyse the self-efficacy of the social studies teachers in regard to the use of smart whiteboards. In the study the self-efficacy of the social studies teachers in regard to the use of smart boards was examined based on some variables (i.e., gender, age and receiving training on the use of information technologies).…
Descriptors: Foreign Countries, Self Efficacy, Teacher Effectiveness, Social Studies
Dixon, Nancy – Learning Organization, 2017
Purpose: Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study's focus was to generate authentic and descriptive accounts of the interviewees' experiences with virtual teaming routines.…
Descriptors: Teamwork, Computer Mediated Communication, Case Studies, Interviews
Caruso, Marinella; Fraschini, Nicola; Kuuse, Sabine – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Feedback is one of the most important influences on second language learning. While much research has been undertaken in the field of corrective feedback, the study of student engagement with feedback in languages remains understudied. This article addresses the need for more interactive, effective and time-saving feedback, achieving more student…
Descriptors: Feedback (Response), Learner Engagement, Second Language Learning, Higher Education
Figueiredo, Mauro; Godejord, Beata; Rodrigues, José – International Association for Development of the Information Society, 2016
Low achievement in mathematics education has been an increasing problem in the recent years in some countries. According to a 2010 study from the U.S. Department of Education, blended learning classes produce statistically better results than their face-to-face. There is also an increasing number of students using smartphones and tablets in…
Descriptors: Computer Oriented Programs, Handheld Devices, Mathematics Activities, Interactive Video
Weber, Rebecca; Mizanty, Megan; Allen, Lora – Research in Dance Education, 2017
Project Trans(m)it is a collaborative research project among a cohort of intercontinental artists exploring dance creation via technological platforms. This paper seeks to disseminate our practice-led research findings on "best practices" for transferring embodied information via technology, as well as posit how technology will shape and…
Descriptors: Dance Education, Interdisciplinary Approach, Artists, Dance
Kutluca, Tamer; Yalman, Murat; Tum, Ali – Discourse and Communication for Sustainable Education, 2019
As interactive whiteboards have been used recently in secondary schools for sustainability, this study on use of interactive whiteboards is considered to be very important in terms of knowing the effects of interactive whiteboards on mathematics lessons, determining the perspectives of teachers as users of the system and increasing the efficiency…
Descriptors: Foreign Countries, Secondary School Teachers, Mathematics Teachers, Teacher Role
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
McKinstry, James P. – ProQuest LLC, 2018
The role of technology has increased in our everyday lives and continues to develop. Research has shown that technology can visually support language and communication in individuals with autism spectrum disorders (ASD) (Shane, Laubscher, Schlosser, Flynn, Sorce, & Abramson, 2012). This research study is designed to measure the impact of…
Descriptors: Educational Technology, Influence of Technology, Instructional Effectiveness, Technology Uses in Education
Brecka, Peter; Cervenanská, Marcela – Education and Information Technologies, 2016
The introduced study represents methodology and results of research focused on utilization of interactive whiteboard as didactic technology mediating information through multimedia worksheets applied in education process in pre-primary education. Its aim was to determine whether it can significantly increase the level of children's acquired…
Descriptors: Creativity, Elementary Education, Creative Development, Educational Technology
Onita, Mihai; Petan, Sorin; Vasiu, Radu – International Education Studies, 2016
In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…
Descriptors: Foreign Countries, Interactive Video, Virtual Universities, Online Courses

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