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Simic, Bojana; Mešic, Vanes; Ðapo, Nermin; Šapic, Iva Movre; Vidak, Andrej; Alic, Amina; Erceg, Nataša – Journal of Baltic Science Education, 2023
Physics homework often boils down to solving end-of-chapter quantitative problems. For targeting different learning goals of physics education, different types of homework are needed. The aim of this research was to compare the effectiveness of simulation-based, video-based, and paper-and-pencil homework in developing an understanding about…
Descriptors: Physics, Science Instruction, Homework, Video Technology
Reeping, David; Lee, Walter; London, Jeremi – Journal of Engineering Education, 2023
Background: There have been calls to shift how engineering education researchers investigate the experiences of engineering students from racially minoritized groups. These conversations have primarily involved qualitative researchers, but an echo of equal magnitude from quantitative inquiry has been largely absent. Purpose: This paper examines…
Descriptors: College Students, African American Students, Engineering Education, Computer Science Education
Mayer, Benjamin; Kuemmel, Anja; Meule, Marianne; Muche, Rainer – Journal of Statistics and Data Science Education, 2023
Teaching practical skills is of particular interest in the study of human medicine. With regard to medical statistics this means the use of statistical software, which may be effectively taught by a flipped classroom approach. As a pilot study, we designed and implemented an elective course on medical statistics that focused on hands-on data…
Descriptors: Computer Software, Medicine, Statistics, Flipped Classroom
Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Chen, Yiqun – Education and Information Technologies, 2023
The technology of augmented reality in education is a significant attempt to reform the training mode and develop education in general. Piano training usually includes using well-known computer means of teaching music on-screen and hardware. In this context, augmented reality (AR), alone and integrated with the Internet of Things (IoT), is a…
Descriptors: Foreign Countries, Music Education, Physical Environment, Simulated Environment
Spencer, Deborah; Mark, June; Reed, Kristen; Goldenberg, Paul; Coleman, Kate; Chiappinelli, Kathryn; Kolar, Zachary – Mathematics Teacher: Learning and Teaching PK-12, 2023
As computer-science-for-all initiatives continue to grow, many schools are looking for ways to introduce computer science skills and thinking to elementary-age children. Some initiatives have focused on coding as its own endeavor, not integrated with other subjects like mathematics, science, or literacy. Increasingly, developers and researchers…
Descriptors: Computer Science Education, Teaching Methods, Thinking Skills, Elementary School Students
Wijga, Marijn; Endedijk, Maaike D.; Veldkamp, Bernard P. – Vocations and Learning, 2023
Teams are nowadays seen as the cornerstones of organizations. Previous research has shown that team reflexivity is positively related to team performance. Traditionally, team reflexivity is conceptualized as a process that occurs during transition moments, ignoring reflexive moments during teams' action phases. Moreover, most studies used…
Descriptors: Teamwork, Group Dynamics, Video Technology, Computer Software
Bahçekapili, Ekrem – Research in Learning Technology, 2023
Technology acceptance studies are interesting because they are practical and theoretically helpful in explaining the adoption and intention to use a particular technology. There is a large amount of research on e-learning and other technologies in the literature, but there is limited evidence to explain why secondary school students' intention to…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Technology Uses in Education
Pack, Austin; Maloney, Jeffrey – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2023
Progress made in Natural Language Processing (NLP) and Artificial Intelligence (AI) in recent years has resulted in these tools becoming more accessible for individuals who lack professional training. Of particular note are large language models, such as OpenAI's GPT-3.5. Discussions of utilizing AI for language education usually focus on the…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Second Language Learning
National Literacy Trust, 2023
In early 2023, 85.6% of parents reported being worried about the cost-of-living crisis, and, as a consequence, they cut back on energy, food, gas and electricity. While parents recognised the many benefits of reading for their children's learning and well-being, household budgets were under pressure: 1 in 5 (20.0%) were buying fewer books for…
Descriptors: Economic Factors, Books, Costs, Parent Attitudes
Ibrahim Cetin; Tarik Otu – International Journal of Computer Science Education in Schools, 2023
The purpose of the current study was to explore the effect of modality (constructionist mBlock, Scratch, and Python interventions) on six-grade students' computational thinking, programming attitude, and achievement. The pre-test and post-test quasi-experimental design was used to explore the research questions. The study group consisted of 105…
Descriptors: Computation, Thinking Skills, Student Attitudes, Programming
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Naoko Taguchi – Language Learning & Technology, 2023
This exploratory study adopted immersive virtual reality (VR) technology to develop a task assessing college students' intercultural competence, specifically their ability to mediate an intercultural conflict. Participants were 22 students enrolled in the intercultural communication class in a U.S. university. They first completed a pre-conflict…
Descriptors: Computer Simulation, Evaluation, Intercultural Communication, Mediation Theory
Jiaheng Chen; Shicheng Chen – International Journal of Information and Communication Technology Education, 2023
Multimedia network technology refers to multimedia network teaching based on text data communication, which can make better use of sports resources in college physical education teaching. Multimedia technology combines computer and video technology. It refers to the combination of two or more sounds and images to form a system that can transmit…
Descriptors: Physical Education, Educational Change, Team Sports, Computer Networks
Subagya; Arsy Anggrellanggi; Erma Kumala Sari; Priyono – Pegem Journal of Education and Instruction, 2023
The development of communication, perception, sound, and rhythm (DCPSR) is a learning subject that provides stimulation, and intervention for the appreciation of sound which is done intentionally or unintentionally so that the remnants of hearing and the feeling of vibration possessed by students with hearing impairment can be used as well as…
Descriptors: Deafness, Students with Disabilities, Cultural Relevance, Computer Simulation

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