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Hongfei Ye; Jian Xu; Danqing Huang; Meng Xie; Jinming Guo; Junrui Yang; Haiwei Bao; Mingzhi Zhang; Ce Zheng – Discover Education, 2025
This study evaluates Large language models (LLMs)' performance on Chinese Postgraduate Medical Entrance Examination (CPGMEE) as well as the hallucinations produced by LLMs and investigate their implications for medical education. We curated 10 trials of mock CPGMEE to evaluate the performances of 4 LLMs (GPT-4.0, ChatGPT, QWen 2.1 and Ernie 4.0).…
Descriptors: College Entrance Examinations, Foreign Countries, Computational Linguistics, Graduate Medical Education
Chase Bollig – College Composition and Communication, 2025
Critiques of neoliberal capitalism have offered a rich vocabulary for the analysis of the political economy of literacy across professional, public, and classroom contexts. Since the Great Recession, commonplaces about work-readiness have been conditioned by economic precarity and changes to the social contract of work that blur the lines between…
Descriptors: Occupations, Professional Recognition, Civics, Futures (of Society)
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
Ary Kiswanto Kenedi; Sujarwo; Fery Muhamad Firdaus; Yoppy Wahyu Purnomo – Educational Technology & Society, 2025
The increasing amount of research on the effects of digital technology-based learning on elementary school students' computational thinking ability served as the motivation for this study, which sought to clarify the ambiguous difference in effect size between the variables of digital technology-based learning and computational thinking ability.…
Descriptors: Educational Technology, Computation, Thinking Skills, Elementary School Students
Wei Wei; Rong Xia; Haoming Lin; Ziqi Chen; Xiaoshu Xu – Educational Technology & Society, 2025
The development of classroom-based formative assessment is crucial for preservice teachers. This study investigated the extent to which Virtual Reality (VR) simulation may improve teacher trainees' self-efficacy and influence their preferences regarding classroom-based formative assessment practices. A total of 66 pre-service language teacher…
Descriptors: Computer Simulation, Technology Uses in Education, Preservice Teachers, Formative Evaluation
Jessie S. Barrot – Technology, Knowledge and Learning, 2025
Significant advancements in artificial intelligence (AI) technologies have led to the development of Google Gemini, which can be used to provide automated writing assistance. Within higher education, this feature extends to research writing. However, skepticism is particularly evident as students, teachers, and researchers in universities explore…
Descriptors: Artificial Intelligence, Computer Software, Computer Uses in Education, Educational Research
Courtney Ann Shalavin; Bonnie Amelia Dean; Michelle J. Eady – International Journal of Work-Integrated Learning, 2025
Work-integrated learning (WIL) is an expanding international strategy aimed at bolstering the employability of higher education students. With WIL participation on the rise, there is a growing focus on fostering wellbeing during WIL. Drawing on the sociomaterial theoretical framework actor-network theory (ANT) and the WIL Wellbeing Framework, this…
Descriptors: Foreign Countries, Undergraduate Students, Work Experience Programs, Employment Potential
Asmaa Thaer Aldulaijan; Shatha Mohammed Almalk – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study aimed to investigate the impact of generative artificial intelligence (GenAI) tools on postgraduate students' learning experiences. It examined how these students utilize GenAI tools, identified the perceived benefits of their use, and uncovered the challenges students face in their learning experiences with these tools.…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Graduate Students
Ju'subaidi; Anwar Mujahidin; Irwan Abdullah; Ahmad Choirul Rofiq – British Journal of Religious Education, 2025
The internet and social media as sources of learning have played a vital role in education. However, the use of the internet and social media-based materials for students learning about Islam in the school context has yet to be widely known. This study describes students' attempts to maximise internet and social media to enlighten their…
Descriptors: Internet, Social Media, Technology Uses in Education, Islam
Marie Alina Yeo; Benjamin Luke Moorhouse; Yuwei Wan – TESL-EJ, 2025
This paper looks at Google's NotebookLM, an AI-powered research assistant tool that can represent dense academic content in a range of output modes, like FAQs, timelines, study guides, and, most uniquely, as "Deep Dive" discussions. The discussions mimic a talk-show, where two AI-hosts unpack complex ideas from reading or audio texts,…
Descriptors: Artificial Intelligence, Research Tools, Technology Uses in Education, Computer Mediated Communication
Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning
Hyeon Jo – Asia Pacific Journal of Education, 2025
A growing number of governments have shifted education from face-to-face classes towards e-learning to contain COVID-19. In light of the pandemic, this study examined the key drivers that lead to the continuance intention of university students towards e-learning. The theoretical framework clarifies the role of attitude, satisfaction, and…
Descriptors: Intention, Technology Uses in Education, Electronic Learning, COVID-19
Dania Bilal; Li-Min Cassandra Huang – Information and Learning Sciences, 2025
Purpose: This paper aims to investigate user voice-switching behavior in voice assistants (VAs), embodiments and perceived trust in information accuracy, usefulness and intelligence. The authors addressed four research questions: RQ1. What is the nature of users' voice-switching behavior in VAs? RQ2: What are user preferences for embodied voice…
Descriptors: Undergraduate Students, Artificial Intelligence, Natural Language Processing, Information Retrieval
Jale Ercan-Dursun; Jee Kyung Suh; Brian Hand; Gavin Fulmer; Krystal Flantroy – Elementary School Journal, 2025
This multiple case study explored how elementary school teachers use technology, especially for generative science learning, and why they use it the way they do. Data were collected through qualitative methods (interviews and observations) from seven elementary school teachers. The results showed that the participant teachers used technology…
Descriptors: Elementary School Teachers, Technology Uses in Education, Pedagogical Content Knowledge, Technological Literacy

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