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Mohd Kamal Othman; Rahimah Mat; Norehan Zulkiply – Education and Information Technologies, 2025
This research addresses the critical need for robust usability evaluation tools in Wearable Virtual Reality Educational Applications. We developed a comprehensive set of Wearable Virtual Reality Educational Applications usability heuristics through a multi-stage process. Initial heuristics were established through a literature review. Validation…
Descriptors: Assistive Technology, Computer Simulation, Technology Uses in Education, Usability
Hajj-Hassan Mira; Rawad Chaker; Impedovo Maria; Hoyek Nady – Journal of Computing in Higher Education, 2025
In recent years, embodied learning has gained currency in the field of education, allowing interactivity between users, thus contributing to collaborative learning in the flow of embodied immersive technology. Evidence based studies conducted in this field tackled the effectiveness of this approach on students' performance and learning outcomes in…
Descriptors: Cooperative Learning, STEM Education, Higher Education, Technology Uses in Education
Wei Dong; Yongjie Li; Nengbao Yu; Zifei Dong – Asia-Pacific Education Researcher, 2025
Immersive virtual reality (IVR) has been widely used in vocational education and training. However, its effectiveness in combination with other forms of teaching remains under-explored, especially concerning learning sequence priority. We aimed to examine the effectiveness of IVR in vocational education and the influence of varying learning…
Descriptors: Computer Simulation, Job Skills, Job Training, Visual Aids
Simon Kitto; H. L. Michelle Chiang; Olivia Ng; Jennifer Cleland – Advances in Health Sciences Education, 2025
There is a long-standing lack of learner satisfaction with quality and quantity of feedback in health professions education (HPE) and training. To address this, university and training programmes are increasingly using technological advancements and data analytic tools to provide feedback. One such educational technology is the Learning Analytic…
Descriptors: Feedback (Response), Learning Analytics, Educational Technology, Allied Health Occupations Education
Ville Isomöttönen; Antti Jussi Lakanen; Elina Valkonen – ACM Transactions on Computing Education, 2025
Identity has received ample attention in computing education research from the viewpoint of "computing identity" and broadening participation, while more attention has been called for to clarify its role. We looked into identity development in the context of Computer Science 1 (CS1) based on Marcia's identity statuses and subsequent…
Descriptors: Computer Science Education, Self Concept, Self Efficacy, College Students
Jenna S. Abetz – Learning Disabilities: A Multidisciplinary Journal, 2025
The last decade has seen the proliferation of hundreds of thousands of online support groups, fostering new opportunities for parents of children with learning disabilities to access to information, advice, and support online. The aim of this qualitative study was to explore the messages of social support exchanged by parents of children with…
Descriptors: Social Support Groups, Mothers, Children, Dyslexia
Anu Lehikko; Heli Ruokamo – Designs for Learning, 2025
The best instructional practices for immersive virtual reality (IVR) use in workplace learning contexts remain undefined after decades of research. Increasing the methodological range and rigor in the study of educational IVR have been proposed. To address these issues, we performed a qualitative study that contributed to the development of a…
Descriptors: Safety Education, Educational Objectives, Teaching Models, Computer Simulation
Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
Jiaci Lin; Qijiang Shu; Rong Chen; Chunlin Gao; Kaiqing Xu; Keli Yin; Fuhua Yang – International Journal of Technology and Design Education, 2025
Computational thinking (CT) is an essential component of critical skills for university students, representing the ability to analyze and solve problems. In accordance with constructivist learning theory and the core elements of cultivating CT, this research has developed a Project-Based Teaching approach with computational thinking as its focal…
Descriptors: Computation, Thinking Skills, College Students, Active Learning
Farhad Shariatrad; Ramin Dehbandi; Helaleh Cheragh Makani – International Journal of Technology and Design Education, 2025
This study provides the educational experience of an architectural design studio in a virtual environment. It aims to illuminate the complications of planning and implementing a VDS and find the balance between flexibility and structure in VDS design. Action research was used due to its ability to document the process and reflect on the methods…
Descriptors: Building Design, Architectural Education, Studio Art, Computer Simulation
Gideon Dishon – Educational Theory, 2025
The emergence of ChatGPT, and other generative AI (GenAI) tools, has elicited dystopian and utopian proclamations concerning their potential impact on education. This paper suggests that responses to GenAI are based on often-implicit perceptions of naturalness and artificiality. To examine the depiction and function of these concepts, Gideon…
Descriptors: Artificial Intelligence, Learning Processes, Educational Benefits, Barriers
Tzu-Chien Liu; Yi-Chun Lin – Educational Technology Research and Development, 2025
Professional vision (PV), which includes the ability to perceive and interpret classroom events, is important for classroom behaviour management, particularly in the training of student teachers. However, to date, few assessment systems that can assess student teachers' professional vision by immersing them in a realistic classroom environment…
Descriptors: Student Teachers, Observation, Classroom Techniques, Computer Simulation
Kai Zhang; Jingying Chen; ZongKai Yang – Education and Information Technologies, 2025
Over the past decade, a large number of literature reviews have explored the effectiveness of virtual reality technology as applied to children with autism spectrum disorder (ASD), but there has been a lack of scope focus on different types of virtual reality systems in assessment and intervention for children aged 3-12 years and a lack of…
Descriptors: Computer Simulation, Children, Autism Spectrum Disorders, Intervention
Sayed Mohammad Mahdi Vaghei; Mozhgan Asadi; Banafshe Mansuri – International Journal of Language & Communication Disorders, 2025
Background: Remote assessment through telehealth offers potential benefits for people with aphasia (PWA), particularly where in-person services are limited. However, its diagnostic validity in developing countries remains underexplored due to differences in infrastructure and digital literacy. Aims: To compare in-person and remote administration…
Descriptors: Computer Assisted Testing, Aphasia, Indo European Languages, Adults
Sonay Caner-Yildirim – SAGE Open, 2025
While Generative Artificial Intelligence (GenAI) technologies like ChatGPT are revolutionizing education by offering unique interaction opportunities and prompting legislative shifts toward AI literacy, there remains a significant gap in understanding the factors that influence their acceptance and effective use in educational settings. In…
Descriptors: Artificial Intelligence, Adoption (Ideas), Undergraduate Students, Computer Uses in Education

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