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Orhun Türker; Ayse Derya Kahraman – Turkish Online Journal of Educational Technology - TOJET, 2024
Artificial intelligence is a popular technology that affects many fields today. Its impact is noticeable daily, especially in education, design, and other essential areas. This technology, which stands out with the convenience it creates for users and its help in organizing the workflow, will play a critical role in our lives in the future. This…
Descriptors: Artificial Intelligence, Educational Technology, Educational Innovation, Computer Software
Dana Opre; Camelia ?erban; Andreea Ve?can; Romi?a Iucu – Active Learning in Higher Education, 2024
In recent years, the use of information technology to promote active learning in higher education has raised great interest. Teachers are continuously challenged to identify new research-informed approaches and educational practices for supporting students to actively learn and apply their knowledge. The present study tests the effects on…
Descriptors: Active Learning, Computer Assisted Instruction, Educational Technology, Outcomes of Education
Sajjad Farashi; Saeid Bashirian; Ensiyeh Jenabi; Katayoon Razjouyan – International Journal of Developmental Disabilities, 2024
Background: People with autism spectrum disorder (ASD) have difficulties recognizing emotions. Studies showed that virtual reality (VR) and computerized training programs might be used as potential tools for enhancing emotion recognition in such people. However, some inconsistencies were observed between the studies. Objective: In the current…
Descriptors: Computer Simulation, Training, Emotional Response, Autism Spectrum Disorders
Enrico Gandolfi; Richard E. Ferdig; Jiahui Wang; Grace Morris; Amy Copus; Sk Rezwan Shihab – Education and Information Technologies, 2024
Research has provided evidence that online gaming can both positively and negatively impact players' physical and mental health. However, few research studies have examined how game addiction, game community, and vitality felt while playing can inform well-being. This study addressed this gap by focusing on game players' vitality, a construct that…
Descriptors: Internet, Computer Games, Well Being, Addictive Behavior
Stoo Sepp; Shirley Agostinho; Sharon Tindall-Ford; Fred Paas – Educational Psychology Review, 2024
Performing hand gestures such as pointing and tracing while learning is an area of increasing focus in educational research. Previous studies have demonstrated that learners who performed these gestures while engaging with static paper- or computer-based learning materials performed better on posttests in multiple learning areas, such as…
Descriptors: Nonverbal Communication, Imitation, Multimedia Instruction, Tablet Computers
Adegoke Oke; John Serbe Marfo; Thomas Kull; Dale Rogers; Afia Frimpomaa Asare Marfo; Mohammed Hassan Noor; SudHanshu Mishra; Bridget McHenry; Sharmila Raj – Decision Sciences Journal of Innovative Education, 2024
The use of gamification to enhance learning in education has been well documented. However, little is known about whether gamification can impact supply chain management knowledge and behaviors among healthcare professionals. In this study, we tested the effectiveness of a simulation app (ShipShape) designed and developed to gamify the fundamental…
Descriptors: Instructional Effectiveness, Gamification, Supply and Demand, Information Management
Marcus Messer; Neil C. C. Brown; Michael Kölling; Miaojing Shi – ACM Transactions on Computing Education, 2024
We conducted a systematic literature review on automated grading and feedback tools for programming education. We analysed 121 research papers from 2017 to 2021 inclusive and categorised them based on skills assessed, approach, language paradigm, degree of automation, and evaluation techniques. Most papers assess the correctness of assignments in…
Descriptors: Automation, Grading, Feedback (Response), Programming
Kerstin Huber; Maria Bannert – Journal of Computing in Higher Education, 2024
The empirical study investigates what log files and process mining can contribute to promoting successful learning. We want to show how monitoring and evaluation of learning processes can be implemented in the educational life by analyzing log files and navigation behavior. Thus, we questioned to what extent log file analyses and process mining…
Descriptors: Learning Processes, Data Analysis, Navigation (Information Systems), Student Behavior
Chenxi Liu; Leqi Li; Zhe Gong – Journal of Creative Behavior, 2024
In the current research, we developed and tested a Cyber Malevolent Creativity Behavior Scale (CMCBS), which contains 11 items in three dimensions and aims to measure the degree of individuals' cyber malevolent creativity through malevolent creative behaviors in their lives. The results revealed satisfactory reliability with Cronbach's [alpha]…
Descriptors: Test Construction, Test Validity, Creativity, Behavior
Manuel Santos-Trigo; Matías Camacho-Machín; Fernando Barrera-Mora – ZDM: Mathematics Education, 2024
The aim of this paper is to review recently calculus curriculum reforms and research studies that document what types of understanding students develop in their precalculus courses. We argue that it is important to characterize what difficulties students experience to solve tasks that include the use of foundational calculus concepts and to look…
Descriptors: Mathematics Instruction, Calculus, Barriers, Problem Solving
Tyler Gaspich; Insook Han – Education and Information Technologies, 2024
Design thinking and virtual reality continue to infiltrate the K-12 landscape, with incredible promise for fostering deeper engagement with content. Design thinking in particular embodies maker education's beliefs in learning through building, but with the added caveat of solving real-world problems with the consideration of others' perspectives.…
Descriptors: Computer Simulation, Design, Thinking Skills, Perspective Taking
Razvan Gabriel Boboc; Robertas Damaševicius – Education and Information Technologies, 2024
This paper examines how Extending Reality (XR) technologies, such as Virtual and Augmented Reality, can provide innovative solutions for preventing and addressing bullying. A search for relevant articles was conducted in five electronic databases (ACM, Emerald, Science Direct, Scopus, and Web of Science), resulting in the identification of 867…
Descriptors: Bullying, Computer Simulation, Technology Uses in Education, Prevention
Anderson Pinheiro Cavalcanti; Rafael Ferreira Mello; Dragan Gaševic; Fred Freitas – International Journal of Artificial Intelligence in Education, 2024
Educational feedback is a crucial factor in the student's learning journey, as through it, students are able to identify their areas of deficiencies and improve self-regulation. However, the literature shows that this is an area of great dissatisfaction, especially in higher education. Providing effective feedback becomes an increasingly…
Descriptors: Prediction, Feedback (Response), Artificial Intelligence, Automation
Nomisha Kurian; Basma Hajir – Journal of Moral Education, 2024
Given much-discussed innovations in Virtual Reality as the 'ultimate empathy machine', we offer three provocations regarding the use of Virtual Reality to cultivate empathy: is empathy possible? Is empathy enough? Who controls how empathy is produced, and who is left out? As a case study, we examine the VR films that the United Nations High…
Descriptors: Refugees, Computer Simulation, Empathy, Moral Values
Lennert J. Groot; Kees-Jan Kan; Suzanne Jak – Research Synthesis Methods, 2024
Researchers may have at their disposal the raw data of the studies they wish to meta-analyze. The goal of this study is to identify, illustrate, and compare a range of possible analysis options for researchers to whom raw data are available, wanting to fit a structural equation model (SEM) to these data. This study illustrates techniques that…
Descriptors: Meta Analysis, Structural Equation Models, Research Methodology, Data Analysis

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