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Engwall, Kristina – British Journal of Learning Disabilities, 2023
Background: The lockdown of a day centre for individuals with intellectual disabilities led to digital activities instead of traditional physical presence. Method: This study is based on 17 interviews with staff of a day centre, directors of day centres and support persons. Findings: The purpose of the digital activities was to overcome physical…
Descriptors: Intellectual Disability, Educational Technology, Barriers, Access to Computers
Ågren, Kristin Alfredsson; Hemmingsson, Helena; Kjellberg, Anette – British Journal of Learning Disabilities, 2023
Background: A digital lag has been reported on access to the internet and performing internet activities for young people with learning disabilities in everyday life. Aim: The aim of this study is to explore environmental opportunities and challenges when performing internet activities and how internet use influences social and community…
Descriptors: Youth, Disabilities, Internet, Activities
Malik, Zunera; Haidar, Sham – Interactive Learning Environments, 2023
Fandom practices are often considered meaningless and unnecessary. However, the use of social media carries the potential for positive as well as negative impact on the users. Using the framework of Community of Practice, the latest theory addressing community formation and interaction, as its theoretical framework, the study explores the…
Descriptors: Community Development, Computer Mediated Communication, Interpersonal Relationship, Social Media
Birtill, Michael; King, James; Jones, Donovan; Thyer, Liz; Pap, Robin; Simpson, Paul – Interactive Learning Environments, 2023
The emergence of augmented reality (AR) and mixed reality (MR) modalities has increased the potential of simulation in paramedicine education. The integration of AR/MR into education programmes should be underpinned by sound learning design; however, little is known about their effective use. The purpose of this scoping review was to identify the…
Descriptors: Computer Simulation, Paraprofessional Personnel, Allied Health Occupations Education, Educational Technology
Qiu, Xing-yue; Chiu, Chuang-Kai; Zhao, Lu-Lu; Sun, Cai-Feng; Chen, Shu-jie – Interactive Learning Environments, 2023
This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model's language types, research participants, learning devices, learning goals, research issues,…
Descriptors: Trend Analysis, Computer Simulation, Technology Uses in Education, Second Language Learning
Faulconer, Emily K.; Bolch, Charlotte; Wood, Beverly – Journal of Research in Innovative Teaching & Learning, 2023
Purpose: As online course enrollments increase, it is important to understand how common course features influence students' behaviors and performance. Asynchronous online courses often include a discussion forum to promote community through interaction between students and instructors. Students interact both socially and cognitively; instructors'…
Descriptors: Cognitive Processes, Difficulty Level, Asynchronous Communication, Undergraduate Students
Alajlan, Hayat A. – Technology, Knowledge and Learning, 2023
The purpose of this quasi-experimental design study was to investigate and compare flipped learning (FL) and traditional learning (TL), and how FL impacts on student performance, participation and perceptions in higher education in Saudi Arabia. FL as an instructional approach has received much attention as a way to center learning on students in…
Descriptors: Flipped Classroom, Conventional Instruction, College Students, Computer Science Education
Gorgun, Guher; Bulut, Okan – Large-scale Assessments in Education, 2023
In low-stakes assessment settings, students' performance is not only influenced by students' ability level but also their test-taking engagement. In computerized adaptive tests (CATs), disengaged responses (e.g., rapid guesses) that fail to reflect students' true ability levels may lead to the selection of less informative items and thereby…
Descriptors: Computer Assisted Testing, Adaptive Testing, Test Items, Algorithms
Meccawy, Maram – Smart Learning Environments, 2023
Recent international empirical studies have demonstrated positive results when applying extended reality (XR) technologies such as augmented reality, virtual reality, or mixed reality in teaching and learning. Thus, the preconditions and challenges of use must be investigated from teachers' perspectives prior to implementing these technologies in…
Descriptors: Computer Simulation, Simulated Environment, Technology Integration, Teacher Attitudes
Portugal, David; Faria, José N.; Belk, Marios; Martins, Pedro; Constantinides, Argyris; Pietron, Anna; Pitsillides, Andreas; Avouris, Nikolaos; Fidas, Christos A. – Smart Learning Environments, 2023
The worldwide shift to distance learning at Higher Education Institutions (HEIs) during the COVID-19 global pandemic has raised several concerns about the credibility of online academic activities, especially regarding student identity management. Traditional online frameworks cannot guarantee the authenticity of the enrolled student, which…
Descriptors: Identification, Distance Education, College Students, COVID-19
Beege, Maik; Schneider, Sascha – Educational Technology Research and Development, 2023
Pedagogical agents were found to enhance learning but studies on the emotional effects of such agents are still missing. While first results show that pedagogical agents with an emotionally positive design might especially foster learning, these findings might depend on the gender of the agent and the learner. This study investigated whether…
Descriptors: Psychological Patterns, Design, Emotional Response, Educational Technology
Mou, Tsai-Yun – Journal of Baltic Science Education, 2023
The development of STEAM education has captured researchers' attention due to its advantages for students' learning and interest in related subjects, specifically in kindergarten to grade 12 (K-12) educational settings. However, there is limited research on the inclusion of STEAM in higher education, and what university students think as they are…
Descriptors: College Students, Student Attitudes, STEM Education, Art Education
Zhu, Hongyue; Jiao, Hong; Gao, Wei; Meng, Xiangbin – Journal of Educational and Behavioral Statistics, 2023
Change-point analysis (CPA) is a method for detecting abrupt changes in parameter(s) underlying a sequence of random variables. It has been applied to detect examinees' aberrant test-taking behavior by identifying abrupt test performance change. Previous studies utilized maximum likelihood estimations of ability parameters, focusing on detecting…
Descriptors: Bayesian Statistics, Test Wiseness, Behavior Problems, Reaction Time
Fezzey, Tyler; Batchelor, John H.; Burch, Gerald F.; Reid, Randall – Journal of Cybersecurity Education, Research and Practice, 2023
The scope and breadth of the COVID-19 pandemic were unprecedented. This is especially true for business continuity and the related area of cybersecurity. Historically, business continuity and cybersecurity are viewed and researched as separate fields. This paper synthesizes the two disciplines as one, thus pointing out the need to address both…
Descriptors: Information Security, Computer Security, COVID-19, Pandemics
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders

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