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Burrows, Peter – E-Learning and Digital Media, 2010
In this article the manifold aims and theorised benefits of Learning by Design are explored and evaluated through the practices and experiences of an early years mathematics teacher. The article examines and elaborates the ways in which this teacher took up and embraced Learning by Design as both a professional meta-language and as a design…
Descriptors: Foreign Countries, Mathematics Teachers, Mathematics Instruction, Elementary School Teachers
Wegerif, Rupert; McLaren, Bruce M.; Chamrada, Marian; Scheuer, Oliver; Mansour, Nasser; Miksatko, Jan; Williams, Mriga – Computers & Education, 2010
This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that…
Descriptors: Creativity, Creative Thinking, International Programs, Coding
Herold, David Kurt – Computers & Education, 2010
Second Life has become increasingly popular with educators and educational institutions, because of the educational possibilities it seems to offer. While there has been a lot of hype and academic publications about educational design or the theoretical framing of teaching in virtual environments, there have been few publications focusing on…
Descriptors: Higher Education, Introductory Courses, Virtual Classrooms, Social Networks
Lee, Lina – CALICO Journal, 2010
Wikis, as one of the Web 2.0 social networking tools, have been increasingly integrated into second language (L2) instruction to promote collaborative writing. This paper reports on a case study involving 35 university students at the beginning level who contributed to wiki pages over a period of 14 weeks. The affordances and constraints of using…
Descriptors: Feedback (Response), Student Surveys, Collaborative Writing, Writing Processes
Baggaley, Jon – Distance Education, 2010
Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society's problems. The increasing sophistication of three-dimensional graphics software is generating comparable "virtual worlds" for educational usage. Can such worlds play a satirical role suggesting developments in distance…
Descriptors: Distance Education, Cartoons, Educational Trends, Computer Software
Makoe, Mpine – Open Learning, 2010
The aim of this paper is to investigate the pedagogical suitability of using cell phones to enhance learning through social interaction in distance education. Social interaction was used as a conceptual framework to explore the potential for using "MXit"--a cell-phone instant messaging system--to support and enhance learning for distance…
Descriptors: Foreign Countries, Interpersonal Relationship, Interaction, College Students
A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise
Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
Cobb, Aries – Quarterly Review of Distance Education, 2010
In the targeted school in the Cleveland Metropolitan School District, teachers focus on differentiating instruction with technology-based software. Differentiated instruction is the chosen teaching strategy over direct instruction because students and teachers alike prefer to work in cooperative groups while using technology in the classroom.…
Descriptors: Computer Software, Educational Technology, Reading Skills, Internet
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Yeh, Kuan-Hue; She, Hsiao-Ching – Computers & Education, 2010
The purpose of this study is to examine the difference in effectiveness between two on-line scientific learning programs--one with an argumentation component and one without an argumentation component--on students' scientific argumentation ability and conceptual change. A quasi-experimental design was used in this study. Two classes of 8th grade…
Descriptors: Experimental Groups, Control Groups, Persuasive Discourse, Chemistry
Hassan, Sharifah Zakiah Wan; Hakim, Simon Faizal; Rahim, Mahdalela; Noyem, John Francis; Ibrahim, Sueb; Ahmad, Johnny; Jusoff, Kamaruzaman – English Language Teaching, 2009
This study explores Universiti Teknologi MARA (UiTM) Sarawak graduating students' oral proficiency, focusing on grammatical accuracy. Oral proficiency in English has always been the benchmark of language proficiency, and in the context of UiTM's language teaching curriculum, efforts to enhance students' oral proficiency are implemented through…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
El-Zein, Abbas; Langrish, Tim; Balaam, Nigel – Advances in Engineering Education, 2009
Many engineering schools include computer programming as part of a first-year course taught to large engineering classes. This approach is effective in rationalizing resources and improving the cost-effectiveness of course delivery. In addition, it can lead to wholesale improvements in teaching and learning. However, class sizes and the variety of…
Descriptors: Blended Learning, Engineering Education, Web Based Instruction, Programming
Mezei, Peter John – ProQuest LLC, 2009
Writing is a multifaceted, complex task that involves interaction between physical and cognitive skills. Individuals with physical disabilities vary in terms of both their physical and cognitive abilities. Often they must overcome one or more significant barriers in order to engage in the task of writing. Minimizing or eliminating barriers is…
Descriptors: Prediction, Computer Software, Educational Technology, Assistive Technology
Fattore-Bruno, LaDeane – ProQuest LLC, 2009
The purpose of this survey research was to determine the diffusion of digital radiography, the electronic oral health record (EOHR), digital intraoral photography, and diagnosis and clinical decision-making support software into the dental offices of Nevada. A cross-sectional survey design was utilized with a random sample of 600 Nevada dentists.…
Descriptors: Photography, Dental Health, Computer Software, Dentistry
Johnson, L.; Levine, A.; Smith, R.; Smythe, T.; Stone, S. – New Media Consortium, 2009
The New Media Consortium's Horizon Project is an ongoing research project that aims to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative inquiry within education around the globe over a five-year time period. The project's central products are the "Horizon Reports", an annual…
Descriptors: Educational Change, Foreign Countries, Technological Advancement, Influence of Technology

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