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Dere, Zeynep – International Journal of Curriculum and Instruction, 2023
Digitalization is an unavoidable benefits of modern life Digital transformation and change continue to be experienced in every field. Adolescents have accessed many apps, including those related to their academic life, online in the past year. It is vital for the health of adolescents that researchers identify their Internet addictions and come up…
Descriptors: Addictive Behavior, Student Behavior, Internet, Undergraduate Students
Seo, Mijung – International Journal of Behavioral Development, 2023
This study identified patterns of bullying roles in offline and cyber contexts among Korean adolescents and investigated their relationships with normative beliefs about offline bullying and cyberbullying. Four distinct latent classes of participant roles in offline bullying and cyberbullying emerged through a person-centered latent profile…
Descriptors: Foreign Countries, Bullying, Computer Mediated Communication, Adolescents
Ma, Ning; Qian, Jinglong; Gong, Kaixin; Lu, Yao – Education and Information Technologies, 2023
Computational thinking is an important competence for learners in the twenty-first century. As an effective approach for cultivating competence in computational thinking, programming education has been extended from college to elementary school teaching. However, it is challenging to engage beginners in programming in elementary school education.…
Descriptors: Elementary School Students, Programming, Computer Science Education, Novices
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Lu, Weixu – Communication Teacher, 2023
"Zoom class" has become a prevailing norm for online synchronous learning during the COVID-19 pandemic. However, Zoom classes are often associated with fatigue and lack of student engagement. Theories of computer-mediated communication suggest that text-based, low-bandwidth, online communication may yield more positive communication…
Descriptors: Questioning Techniques, Teaching Methods, Computer Mediated Communication, Electronic Learning
Monahan, Michael; Shah, Amit – Research in Higher Education Journal, 2023
Academic dishonesty is a major issue in education. Perhaps more so in the online environment where may times students are on their honor to complete exams without the use of the Internet, notes, or other prohibited materials. The age range of 18-24 encompasses the traditional aged student body. The non-traditional students are over the age of 25…
Descriptors: Ethics, Cheating, College Students, Nontraditional Students
Dignum, Frank – International Journal of Social Research Methodology, 2023
The general feeling is that no predictions can be made based on agent-based social simulations. The outcomes of social simulations are based on the behaviors of individuals and their interactions. Behavioral models are always incomplete and often, also incorrect with respect to real behavior and thus the outcomes of agent-based social simulations…
Descriptors: Prediction, Predictive Validity, Educational Policy, Policy Formation
Lin, Jing-Wen; Cheng, Tze-Shang; Linn, George – International Journal of Science Education, 2023
The demand for the Dongfeng Highway connecting Dongshi and Fengyuan, Taiwan, originates from a 7.3 ML earthquake disaster affecting residents' medical treatment and material transportation. The Dongfeng Highway route selection was identified as the socioscientific issues (SSI) and the Decision Factors Table and SageModeler (two representational…
Descriptors: Decision Making, Models, Science and Society, Science Instruction
Danielsson, Anna T.; Johansson, Anders; Nyström, Anne-Sofie; Gonsalves, Allison J. – Research in Science Education, 2023
The purpose of this manuscript is to explore how students perceive that online practices have enabled their participation in university physics programmes. In order to conceptualise how students bridge their science participation across physical and online spaces, we make use of the learning ecology perspective. This perspective is complemented…
Descriptors: College Students, Physics, Science Instruction, STEM Education
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Aspiranti, Kathleen B.; Hilton-Prillhart, Angela – School Psychology Review, 2023
Although many studies have shown the efficacy of using flashcard interventions to increase sight-word reading, very few have investigated ways to increase sight-phrase reading. In the current study, a concurrent multiple-baseline across students design was used to examine the effects of a tablet-based flashcard intervention on the acquisition of…
Descriptors: Tablet Computers, Instructional Materials, Intervention, Sight Vocabulary
Qin, Chao; Liu, Yanjia; Zhang, Hemei – Journal of Computer Assisted Learning, 2023
Background: Being easy to learn and fun, block-based programming tools are widely used to teach students introductory programming. Scratch and LEGO robots are two popular block-based programming tools. However, the objects they manipulate are completely different. Scratch manipulates graphical virtual sprites, whereas LEGO robots manipulate…
Descriptors: Foreign Countries, Undergraduate Students, Learner Engagement, Robotics
Hwang, Wu-Yuin; Luthfi, Muhammad Irfan; Hariyanti, Uun; Wardani, Ratna – Education and Information Technologies, 2023
Authentic context is a physical environment reflecting the knowledge application in the real world. In this study, we developed a tablet-based application, Ubiquitous Fraction (U-Fraction), to help fractions learning with authentic contextual support. Three topics were designed to learn fractions concept, fractions simplification, and fractions…
Descriptors: Fractions, Mathematics Education, Authentic Learning, Tablet Computers
Prestridge, Sarah; Cox, Deniese – Active Learning in Higher Education, 2023
Within higher education, students and institutions are increasingly moving towards blended components and fully online learning coursework. Best practice online pedagogy is understood to be student-centred with a strong emphasis on social learning through collaboration. The social aspect supports frequency of engagement while collaborative…
Descriptors: Cooperative Learning, Computer Mediated Communication, Learner Engagement, Cognitive Processes

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