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Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
Pawlak, Alanna; Irving, Paul W.; Caballero, Marcos D. – Physical Review Physics Education Research, 2018
Group work is becoming increasingly common in introductory physics classrooms. Understanding how students engage in these group learning environments is important for designing and facilitating productive learning opportunities for students. We conducted a study in which we collected video of groups of students working on conceptual electricity…
Descriptors: Cooperative Learning, Video Technology, Scientific Concepts, Energy
Zurbriggen, Carmen L. A.; Venetz, Martin; Hinni, Chantal – European Journal of Special Needs Education, 2018
The aim of this paper is to investigate the quality of experience of students with and without SEN in everyday life in general and when relating to peers in particular: (1) How do they experience everyday school life vs. leisure time? (2) How much time per week do they spend with peers outside school? and (3) How do they experience those peer…
Descriptors: Disabilities, Special Needs Students, Grade 8, Grade 9
O'Connor, Eileen A. – Journal of Educational Technology Systems, 2018
Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…
Descriptors: Computer Simulation, Virtual Classrooms, Online Courses, Science Education
Ali, Fouzia Hadi; Qazi, Aban Abid – Bulletin of Education and Research, 2018
The purpose of the study is to empirically assess the impact of Social Networking Sites (SNS) on the pedagogical outcomes as perceived by the students in the context of post-graduate students. This action research used triangulation approach to assess 80 students of a post-graduate class. Data were collected in six steps. Initially, an adapted…
Descriptors: Social Networks, Business Administration Education, Action Research, Outcomes of Education
Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
Brey, Elizabeth; Shutts, Kristin – Journal of Cognition and Development, 2018
What factors contribute to children's tendency to view individuals as having different traits and abilities? The present research tested whether young children are influenced by adults' nonverbal behaviors when making inferences about peers. In Study 1, participants (aged 5-6 years) viewed multiple videos of interactions between a…
Descriptors: Young Children, Cues, Nonverbal Communication, Inferences
Lantz-Andersson, Annika – Education and Information Technologies, 2018
The aim of this study is to gain insights into students' language use on social media as part of the specific linguistic activities of second language (L2) learning, including development of sociopragmatic competence. Two Facebook groups were introduced in different English-as-L2 classes that were part of an international collaborative project…
Descriptors: Language Usage, Social Media, Second Language Learning, Language Skills
Dang, Srishti; Ved, Arunima; Vemuri, Kavita – International Journal of Game-Based Learning, 2018
Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth comparisons of: a) game versus no-game learning, b) collaborative versus individual learning. Towards this, the study reported in this article will present…
Descriptors: Geography, Maps, Cooperative Learning, Educational Games
Mokhtar, Farha Alia – Online Learning, 2018
With the advancement of digital technology, software and applications are overwhelmingly accessible to teachers and students. Digital designs for teaching and learning are highly encouraged by scholars as they prepare students of today for the demands of the future workforce. Thus, many educators use available social networks for their classrooms.…
Descriptors: Educational Technology, Technology Uses in Education, Computer Software, Social Media
Dailey-Hebert, Amber – Journal of Educators Online, 2018
Emergent technologies and communication channels have evolved over time and now offer more connected interactivity between students, their peers, course content, and their instructor. Yet, many who teach in the online environment continue to utilize the traditional forms of communication (such as discussion boards and email). This article explores…
Descriptors: Computer Mediated Communication, Group Discussion, Online Courses, Electronic Learning
Govaerts, Sten; Holzer, Adrian; Kocher, Bruno; Vozniuk, Andrii; Garbinato, Benoit; Gillet, Denis – IEEE Transactions on Learning Technologies, 2018
Improving face-to-face (f2f) interaction in large classrooms is a challenging task as student participation can be hard to initiate. Thanks to the wide adoption of personal mobile devices, it is possible to blend digital and face-to-face interaction and integrate co-located social media applications in the classroom. To better understand how such…
Descriptors: Blended Learning, Social Media, Computer Oriented Programs, Technology Uses in Education
Francis, Grace L.; Duke, Jodi M.; Kliethermes, Andrew; Demetro, Kelsie; Graff, Heidi – TEACHING Exceptional Children, 2018
As more students with autism spectrum disorder (ASD) enroll in college after high school, the need for support becomes increasingly significant, particularly in the five key domains of academics, social interactions, independent living, executive functioning, and mental health. Apps can be used to offer low-cost, socially valid support to college…
Descriptors: Autism, Pervasive Developmental Disorders, Transitional Programs, Student Adjustment
Alharbi, Mohammed Abdullah – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The aim of the present study was to examine peer interactions and the instructor's facilitation of online asynchronous group discussions on free writing among 20 learners of English as a foreign language (EFL) joining one Saudi university over one academic semester. The study also attempted to explore the views of the learners on the…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), College Students
The Benefits of Living on Campus: Do Residence Halls Provide Distinctive Environments of Engagement?
Graham, Polly A.; Hurtado, Sarah Socorro; Gonyea, Robert M. – Journal of Student Affairs Research and Practice, 2018
The changing landscape of on- and off-campus undergraduate residential options underline the need to reexamine the impact of on-campus living. Using multi-institutional survey data from first-year students, this study investigates the relationship of residential status with engagement and perceived gains in learning and development. Results…
Descriptors: College Freshmen, Place of Residence, Learner Engagement, Institutional Characteristics

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