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Berker Kurt; Ümit Yildiz; Basak Eda Hanci-Azizoglu; Ersen Vural; Hüseyin Kafes – Psychology in the Schools, 2025
One of the gifts of the Digital Age in the field of literacy is Wattpad, a digital social reading application. The Wattpad platform is the world's largest reading network, with millions of users and diverse content. Within this context of significance and relevance, this study aims to reveal the interactions of adolescents using Wattpad, their…
Descriptors: Adolescents, Reading Habits, Handheld Devices, Electronic Publishing
Ying-Lien Lin; Wei-Tsong Wang; Zhi-Lun Lai – Education and Information Technologies, 2025
Although some studies have examined the effects of self-regulated learning (SRL) strategies on learning effectiveness, inconsistent results have been reported. Additionally, studies that adopt the perspective of SRL to evaluate the effect of metacognitive skills on students' actual learning effectiveness in digital game-based learning (DGBL)…
Descriptors: Prior Learning, Metacognition, Game Based Learning, Learning Strategies
Nancy Otero; Stefania Druga; Andrew Lan – Discover Education, 2025
This study introduces an evaluation benchmark for middle school algebra to be used in artificial intelligence (AI) based educational platforms. The goal is to support the design of AI systems that can enhance learners' conceptual understanding of algebra by taking into account learners' current level of algebra comprehension. The dataset comprises…
Descriptors: Benchmarking, Misconceptions, Mathematical Concepts, Secondary School Mathematics
Ching-Huei Chen; Kun Huang; Po-Hsien Hu; Hannah Krautinger – Education and Information Technologies, 2025
Although proponents of digital game-based learning (DGBL) argue that educational games engage students and afford better learning outcomes, the impact of specific game elements on computational thinking (CT) outcomes and motivation remains unclear. Research suggests that different game elements in DGBL may elicit varying levels of motivation and…
Descriptors: Rewards, Computer Games, Educational Games, Computation
Jessica Lees; Torsten Ris?r; Linda Sweet; Margaret Bearman – Advances in Health Sciences Education, 2025
The presence of digital technologies in clinical learning environments is increasing. However, there is little research into how technologies influence the interplay between touch and the acquisition of physical examination skills by health professional students. In this study, we aimed to explore how digital technologies feature in clinical…
Descriptors: Clinical Teaching (Health Professions), Computer Uses in Education, Physical Examinations, Medical Education
Umar Shehzad; Mimi Recker; Jody Clarke-Midura – Assessment in Education: Principles, Policy & Practice, 2025
This study investigates the use of exit tickets as formative assessments in maths-integrated computer science (CS) lessons for grade 5 students. Exit tickets are brief surveys administered immediately after instructional activities. Using structural equation modelling (SEM), we analysed data from 1,067 students to examine the reliability and…
Descriptors: Formative Evaluation, Psychological Patterns, Computer Science Education, Grade 5
Flora Oswald; Amanda R. Champion; Sean Pearson; Cory L. Pedersen – Journal of Women and Gender in Higher Education, 2025
Technology-facilitated sexualized violence (TFSV) is a growing concern in educational, public health, and public policy spaces, with severe implications for health and well-being. In particular, young adults are at particularly high risk of TFSV victimization, which is compounded by structural sexism, heterosexism, colonialism, racism, and…
Descriptors: Computer Mediated Communication, Antisocial Behavior, Gender Bias, Public Colleges
Ingri Strand; Liv Merete Nielsen – International Journal of Technology and Design Education, 2025
Laypeople's participation in the planning of built environments is dependent on their spatial literacy, and it is therefore important to develop this through general education. In Norway, architectural assignments in the subject of Art and crafts are aimed at enhancing spatial literacy, but not all activities are equally educative. The use of…
Descriptors: Artificial Intelligence, Physical Environment, Spatial Ability, Secondary School Students
Tao Xie; Hanyu Zhang; Yunong Yang – Education and Information Technologies, 2025
A significant body of research has focused on the impact of immersive virtual reality (IVR) on vocabulary retention, but little is known about how to integrate language learning theories in IVR-mediated vocabulary learning. This study aims to examine the effect of IVR that integrate input processing model on vocabulary retention for elementary…
Descriptors: Computer Simulation, Linguistic Input, Models, Second Language Learning
Ünal Çakiroglu; Serkan Aslan – International Journal of Technology in Education and Science, 2025
This study examines the impact of interactive reading instructional software (IRIS) on the reading speed of first-grade elementary students. Using a single-group pre-test post-test quasi-experimental design, the research involved 21 days of interactive reading lessons. Observations during the implementation phase helped evaluate the influence of…
Descriptors: Computer Software, Reading Instruction, Reading Rate, Grade 1
Anett Wolgast; Stefan Bieletzke – European Journal of Psychology and Educational Research, 2025
Research on academic outcomes has extensively explored students' emotions, motivation, and learning behavior. While further research highlights the role of individual interactions with generative artificial intelligence (AI), a gap exists in understanding the longitudinal dynamic associations between university students' interactions with AI…
Descriptors: Artificial Intelligence, College Students, Student Attitudes, Computer Uses in Education
Arlene Archer – Designs for Learning, 2025
This discussion paper reflects on the affordances of face-to-face interaction and copresence in the light of increasingly digitized learning spaces in higher education. Especially in inequitable contexts, heightened dependence on digital platforms for teaching and learning can exacerbate inequalities in terms of student access and inclusion. This…
Descriptors: In Person Learning, Electronic Learning, Higher Education, Equal Education
Abdul Bashith; Saiful Amin; Muhammad Aliman; Muchammad Akbar Kurniawan; Hasse Jubba; Linda Maulidiah – Educational Process: International Journal, 2025
Background/purpose: Empirical data consistently demonstrate that social sciences education suffers from suboptimal learning outcomes, primarily due to overcrowded curricula and students' struggle to connect abstract theoretical concepts with real-world applications. Therefore, learning that implements technology to assist students in comprehending…
Descriptors: Laboratories, Social Sciences, Computer Simulation, Technology Uses in Education
Michael D'Addario – Discover Education, 2025
With the proliferation of easy-to-use generative AI tools such as ChatGPT, students in college composition courses can and do take advantage of such technology to assist with essay writing. While a growing body of research does not see using these tools as a problem in itself, institutional, departmental, and instructor policies about generative…
Descriptors: Taxonomy, Language Usage, Artificial Intelligence, Computer Software
Unyaparn Sinlapaninman; Wannatida Yonwilad – Educational Process: International Journal, 2025
Background/purpose: This study addresses the growing gap in preparing pre-service teachers for immersive digital instruction, especially within metaverse environments. While many are familiar with digital platforms as learners, they often lack practical experience in managing and teaching in virtual settings. The purpose of this study is to…
Descriptors: Preservice Teachers, Electronic Learning, Computer Simulation, Instructional Design

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