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Thada Jatnkoon; Kitsadaporn Jantakun; Thiti Jantakun; Rungfa Pasmala – Higher Education Studies, 2025
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs).…
Descriptors: STEM Education, Art Education, MOOCs, Creativity
Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
Mark Mohan Kaggwa; Precious Agboinghale; Diana Marginean; Gary Andrew Chaimowitz; Andrew Toyin Olagunju – Discover Education, 2025
This article explores the integration of virtual reality (VR) in medical education, highlighting its transformative potential and benefits over traditional teaching methods. While VR enhances skills acquisition and patients interaction competencies, challenges such as high upfront costs, misconceptions, and unequal access remain. The incorporation…
Descriptors: Computer Simulation, Medical Education, Technology Uses in Education, Physical Environment
Simon Ntumi – Discover Education, 2025
This study investigated the impact of AI-powered adaptive testing on student academic performance and test anxiety, comparing its effectiveness to traditional testing methods. Using a quantitative research approach, hierarchical regression analysis was employed to examine the influence of adaptive testing on student outcomes, controlling for…
Descriptors: Adaptive Testing, Computer Assisted Testing, Artificial Intelligence, Test Anxiety
Guodong Yang; Yan Yan; Shaoqing Guo; Xiaodong Wei – IEEE Transactions on Learning Technologies, 2025
In early education, reading difficulties can lead to negative outcomes. Augmented reality (AR) storybooks combine the benefits of e-books and print books, significantly aiding children's reading skills and gaining recognition from scholars and educators. However, the existing AR storybooks often overlook the design of interactive features, which…
Descriptors: Computer Simulation, Story Reading, Books, Childrens Literature
Derya Evgin; Kizbes Meral Kiliç; Adem Sümen – Psychology in the Schools, 2025
The aim of this study is to examine the prevalence of social media use disorder among adolescents and to investigate the relationship between social media use, level of cyber human values, cyberbullying, or cybervictimization. This study employed a cross-sectional design, with 1571 adolescents enrolled in high school participating in the…
Descriptors: Social Media, Addictive Behavior, High School Students, Bullying
Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Robert L. Moore; Sophia Soomin Lee; Amanda Taylor Pate; Amanda J. Wilson – Distance Education, 2025
This systematic review synthesizes 14 peer-reviewed studies from 2015 to 2023, focusing on the assessment methods and delivery of digital microcredentials. Microcredentials provide specialized, focused content and recognize professional learning or competency in specific skills. This paper defines digital microcredentials as those offered in an…
Descriptors: Literature Reviews, Microcredentials, Evaluation Methods, Program Evaluation
Nana A. Kwofie; Xanne Janssen; John J. Reilly – Journal of Motor Learning and Development, 2025
Background: Several studies have reported low adherence to World Health Organization sedentary behavior (SB) guidelines in the early years. The purpose of this review is to examine the associations between time spent in different types of SB (screen time and habitual SB) and motor competence (MC; fundamental motor skills, fine and gross motor…
Descriptors: Preschool Children, Computer Use, Television Viewing, Physical Activity Level
Kyle Redican; Matteo Gonzalez; Beth Zizzamia – Journal of Geography in Higher Education, 2025
ChatGPT, an AI software, has rapidly gained popularity for a wide variety of applications, including educational uses. This research explores the use of ChatGPT to supplement Geographical Information Systems (GIS) coursework creation, to help educators with little experience in GIS. Visualizing sea level rise (SLR) and quantifying the extent of…
Descriptors: Geographic Information Systems, Computer Software, Synchronous Communication, Artificial Intelligence
K. Talman; J. Vierula; T. Karihtala; E. Laakkonen; J. Engblom; E. Haavisto – Higher Education Quarterly, 2025
Higher education institutions need to develop valid, fair, and objective selection methods. Current literature reporting the development and validation of new national large-scale selection tests is scarce. This two-phased study aimed to (1) develop and (2) evaluate the validity of the Finnish digital Universities of Applied Sciences Entrance…
Descriptors: Admission Criteria, Test Construction, Test Validity, Computer Assisted Testing
Younjung Hwang; Yi Wu – International Journal of Art & Design Education, 2025
The advancement of generative artificial intelligence (AI) presents innovative opportunities and new challenges across various industries and academic fields. Particularly, recent advancements in generative AI, which can create images from text, are introducing new challenges in the field of graphic design education. This study discusses methods…
Descriptors: Graphic Arts, Visual Arts, Artificial Intelligence, Computer Software
Hüseyin Ates; Cansu Sahin Kölemen – Education and Information Technologies, 2025
This study examines the factors influencing science teachers' intentions to adopt gamified virtual reality (VR) in educational settings, employing the Theory of Planned Behavior (TPB) and Protection Motivation Theory (PMT) as theoretical frameworks. We investigate how perceived threats, benefits, and motivational and cognitive factors impact these…
Descriptors: Science Education, Science Teachers, Computer Simulation, Gamification
Amarpreet Gill; Derek Irwin; Linjing Sun; Dave Towey; Gege Zhang; Yanhui Zhang – IEEE Transactions on Learning Technologies, 2025
The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML)…
Descriptors: Computer Simulation, Learning Activities, Electronic Learning, Learning Modules

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