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A Study Comparing Text-Based WhatsApp and Face-to-Face Interviews to Understand Early School Dropout
Desai, Rachana; Magan, Ansuyah; Maposa, Innocent; Ruiter, Robert; Rochat, Tamsen; Mercken, Liesbeth – Youth & Society, 2024
The majority of adolescents communicate via text-based messaging, particularly through WhatsApp, a widely used free communication application. Written content on WhatsApp has the methodological potential to provide rich qualitative interview data. This study compares data collected using text-based WhatsApp versus face-to-face interview…
Descriptors: Comparative Analysis, Data Collection, Computer Mediated Communication, Dropouts
Melek Gülsah Sahin; Yildiz Yildirim – International Journal of Assessment Tools in Education, 2024
This study aims to generalize the reliability of the GAAIS, which is known to perform valid and reliable measurements, is frequently used in the literature, aims to measure one of today's popular topics, and is one of the first examples developed in the field. Within the meta-analytic reliability generalization study, moderator analyses were also…
Descriptors: Generalization, Meta Analysis, Databases, Research Reports
Sylvester Kyei-Gyamfi – SAGE Open, 2024
In modern society, children actively engage with social media platforms, and Ghana is not an exception to this trend. People have, however, placed an excessive amount of focus on the negative implications of using social media, which has overshadowed the positive effects that it has on children. This study examines the use of social media by…
Descriptors: Foreign Countries, Children, Adolescents, Social Media
Ratna Candra Sari; Arin Pranesti; Ismi Solikhatun; Novita Nurbaiti; Nurhening Yuniarti – Education and Information Technologies, 2024
This study aims to examine the influence of the role of immersive technology on perceived learning's effectiveness by considering the cognitive load of users when using VR-based learning media. This study involved a total of 91 respondents who had attended virtual reality-based learning training. In this research, SmartPLS was used to test the…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Instructional Effectiveness
Lanqin Zheng; Yunchao Fan; Bodong Chen; Zichen Huang; LeiGao; Miaolang Long – Education and Information Technologies, 2024
Online collaborative learning has been broadly applied in higher education. However, learners face many challenges in collaborating with one another and coregulating their learning, leading to low group performance. To address the gaps, this study proposed an artificial intelligence (AI)-enabled feedback and feedforward approach that not only…
Descriptors: Artificial Intelligence, Feedback (Response), Electronic Learning, Cooperative Learning
Valdemar Švábenský; Jan Vykopal; Pavel Celeda; Ján Dovjak – Education and Information Technologies, 2024
Computer-supported learning technologies are essential for conducting hands-on cybersecurity training. These technologies create environments that emulate a realistic IT infrastructure for the training. Within the environment, training participants use various software tools to perform offensive or defensive actions. Usage of these tools generates…
Descriptors: Computer Security, Information Security, Training, Feedback (Response)
Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
Abdul Rehman Siddiqui – ProQuest LLC, 2024
One of the growing phenomena of our digital age is the proliferation of digital fan spaces (Gee, 2018). Dedicated to a specific fandom or activity, these spaces have allowed participants to play competitively, share videos with each other, create fanfiction, provide feedback to one another and engage in a host of literacies around something they…
Descriptors: Clubs, Social Behavior, Literacy, Interests
Amenda N. Chow; Peter D. Harrington; Fok-Shuen Leung – Teaching Mathematics and Its Applications, 2024
Physical experiments in classrooms have many benefits for student learning, including increased student interest, participation and knowledge retention. While experiments are common in engineering and physics classes, they are seldom used in first-year calculus, where the focus is on solving problems analytically and, occasionally, numerically. In…
Descriptors: Mathematics Instruction, Calculus, Computer Software, Programming
Aysegul Bakar-Corez; Aslihan Kocaman-Karoglu – Education and Information Technologies, 2024
Academic dishonesty is basically defined as unethical or undeserved behavior by students within an educational setting. Although numerous studies have been published that were conducted with undergraduate students, much less is known about the e-dishonesty of postgraduate students. In this study, besides determining the status of e-dishonesty…
Descriptors: Foreign Countries, Graduate Students, Masters Programs, Doctoral Programs
Ozcan Ozyurt; Hacer Ozyurt – Education and Information Technologies, 2024
The aim of this study is to identify the main research interests and trends in the literature related to the integration of virtual reality into educational and training environments and to provide a potential guideline for future applications of virtual reality. For this purpose, a topic modeling analysis was conducted with a total of 16413…
Descriptors: Computer Simulation, Educational Research, Educational Trends, Training
Muhammad Imran; Norah Almusharraf – Smart Learning Environments, 2024
This emerging technology report discusses Google Gemini as a multimodal generative AI tool and presents its revolutionary potential for future educational technology. It introduces Gemini and its features, including versatility in processing data from text, image, audio, and video inputs and generating diverse content types. This study discusses…
Descriptors: Artificial Intelligence, Computer Software, Educational Technology, Technology Uses in Education
Renata Kuba; Allan Jeong – Journal of Visual Literacy, 2024
This study examined the visual design processes and strategies used by design experts and non-design college students when composing an infographic. All participants created an infographic on a personal computer and were asked to think aloud as they performed the task. The goal was to identify differences in the strategies utilised to produce…
Descriptors: College Students, Visual Aids, Computer Graphics, Design
Carolina Pacheco de Oliveira; Diego Castro Fettermann; Edwin Guillermo Castro Delgado; Francisco Antonio Moncayo – Journal of Workplace Learning, 2024
Purpose: This study aims to analyze the relationship between users' perceived barriers to using virtual and augmented reality technology from stakeholders, identifying perspectives and gaps regarding technology acceptance. Design/methodology/approach: The Decision-Making Trial and Evaluation Laboratory method is useful for quantitatively…
Descriptors: Computer Simulation, Industry, Correlation, Barriers
Rachel Leslie; Alice Brown; Ellen Larsen; Melissa Fanshawe – International Journal of Research & Method in Education, 2024
Establishing and building rapport is a crucial aspect of research interviews with children and families. With interviews increasingly conducted via online platforms, such as Teams and Zoom, researchers are challenged to reflect on relational aspects, such as building rapport, when using this medium and how approaches may need to be nuanced. This…
Descriptors: Interviews, Computer Mediated Communication, Synchronous Communication, Children

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