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Willis, Katharine S.; Corino, Gianni – International Association for Development of the Information Society, 2014
In design teaching ubiquitous technologies can offer new ways of situating learning within real world experiences. Yet they require new types of knowledge; both an understanding of how to work with the technology and also an understanding of how to use the technologies to respond to changing contexts such as the place and the people. We sought to…
Descriptors: Computer Uses in Education, Design, Teaching Methods, Educational Technology
Snow, Erica L.; Jackson, G. Tanner; McNamara, Danielle S. – Grantee Submission, 2014
Self-regulative behaviors are dynamic and evolve as a function of time and context. However, dynamical fluctuations in behaviors are often difficult to measure and therefore may not be fully captured by traditional measures alone. Utilizing system log data and two novel statistical methodologies, this study examined emergent patterns of controlled…
Descriptors: Educational Technology, Computer Uses in Education, Educational Games, Intelligent Tutoring Systems
Hamada, Mayumi – Research-publishing.net, 2014
This is a follow-up study of the Facebook (FB) project conducted from October 2011 to January 2013. The purpose of the project was to investigate how FB can help Japanese university students improve their English, and determine whether FB can facilitate student interaction and learner autonomy by integrating FB activities into English lessons. In…
Descriptors: Foreign Countries, Social Media, College Students, Followup Studies
Haas, Timothy C. – International Journal of Distance Education Technologies, 2016
Before massive numbers of students can take online courses for college credit, the challenges of providing tutoring support, answers to student-posed questions, and the control of cheating will need to be addressed. These challenges are taken up here by developing an online course delivery system that runs in a cluster computing environment and is…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Electronic Learning
Racicot, Rose – Journal of Occupational Therapy, Schools & Early Intervention, 2016
The purpose of this study was to explore the effects of multimedia writing support software on the quality and quantity of writing productivity and self-perception for students who have mild to moderate developmental delays. Participants in this study included 22 special education students in grades kindergarten through 6. Methodology included a…
Descriptors: Multimedia Instruction, Writing Instruction, Computer Software, Computer Uses in Education
Dutta, Indrajeet – Turkish Online Journal of Distance Education, 2016
Creation of knowledge workers holds key for success of a country. Unfortunately, many of the countries though having chain of human resources yet are unable to transform human resources to their advantage as they face multiple challenges like poverty, poor economy, poor infrastructure, limited access to education and inadequate technological…
Descriptors: Foreign Countries, Resource Units, Computer Uses in Education, Shared Resources and Services
Yeh, Yu-Fang – Contemporary Educational Technology, 2016
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
Descriptors: Foreign Countries, Man Machine Systems, Computer Uses in Education, Animation
Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
Grundmeyer, Trent; Peters, Randal – Computers in the Schools, 2016
Technology is changing the teaching and learning landscape. Teacher preparation programs must produce teachers who have new skills and strategies to leverage the benefits of laptop computers in their classrooms. This study used a phenomenological strategy to explain first-year college students' perceptions of the effects of a 1:1 laptop experience…
Descriptors: Laptop Computers, Computer Uses in Education, Educational Technology, Access to Computers
Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments
Asad, Khaled; Tibi, Moanis; Raiyn, Jamal – World Journal of Education, 2016
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
Descriptors: Programming, Elementary School Students, Student Attitudes, Visual Aids
Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Berger-Tikochinski, Tal; Zion, Michal; Spektor-Levy, Ornit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
This is a five-year study conducted with junior high school students studying in a 1:1-laptop program in order to test the effects of the program on various measures related to the students: their attitudes, motivation, perceived school norms, self-efficacy, and behavioral intention towards learning with laptops, according to the Theory of Planned…
Descriptors: Longitudinal Studies, Student Attitudes, Laptop Computers, Junior High School Students
Dinis da Costa, Patrícia; Araújo, Luísa – European Commission, 2016
The analyses presented in this report indicate that in several Member States (MS) 15-year-old students in vocational-oriented programmes (VET) perform better in digital reading than in print reading in PISA 2012. When differentiated by programme of study--VET versus general education programmes--VET students perform better in digital than in print…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Vocational Education
Regional Educational Laboratory Mid-Atlantic, 2016
This document provides Q&A with webinar presenter, Susan Riley. Riley's presentation looks at broad ideas of clarifying best practices in using arts integration (AI) and/or STEAM at any grade level. Questions cover topics such as: the creativity crisis in US schools, integrating art into math adult education (GED and ESL), theater arts in the…
Descriptors: Art Education, STEM Education, Integrated Activities, Creativity
Yamamoto, Yoshihiko; Usami, Akinori – IAFOR Journal of Education, 2015
Online course tools such as WebCT or Manaba+R are popularly used in university classes and enhance learners' understanding of their course contents. In addition, teachers try to utilize these online course tools for their students such as giving their students online discussions, providing students with additional materials and so forth. However,…
Descriptors: Online Courses, Electronic Learning, Higher Education, Integrated Learning Systems

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