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Becker, Kirk A.; Kao, Shu-chuan – Journal of Applied Testing Technology, 2022
Natural Language Processing (NLP) offers methods for understanding and quantifying the similarity between written documents. Within the testing industry these methods have been used for automatic item generation, automated scoring of text and speech, modeling item characteristics, automatic question answering, machine translation, and automated…
Descriptors: Item Banks, Natural Language Processing, Computer Assisted Testing, Scoring
Coto, Mayela; Mora, Sonia; Grass, Beatriz; Murillo-Morera, Juan – Computer Science Education, 2022
Background and context: Emotions are ubiquitous in academic settings and affect learning strategies, motivation to persevere, and academic outcomes, however they have not figured prominently in research on learning to program at the university level. Objective: To summarize the current knowledge available on the effect of emotions on students…
Descriptors: Programming, Computer Science Education, Psychological Patterns, Emotional Response
Lenhart, Cindy; Bouwma-Gearhart, Jana – CBE - Life Sciences Education, 2022
There is growing recognition of the importance of engaging postsecondary students in experiences that challenge them to solve complex socioscientific problems, transdisciplinary in nature, requiring students to integrate and synthesize knowledge, skills, and ways of thinking across disciplinary boundaries. Yet these student experiences are…
Descriptors: Science and Society, Sustainability, Affordances, Interdisciplinary Approach
Çakiroglu, Ünal; Çevik, Isak – Education and Information Technologies, 2022
In order to teach Computational Thinking (CT) skills to young students, Block-Based Programming Environments (BBPEs) are integrated into secondary school computer science (CS) education curricula. As a CT skill, abstraction is one of the prominent skills, which is difficult to enhance and measure. Researchers developed some scales for measuring…
Descriptors: Computation, Thinking Skills, Computer Science Education, Programming
Polat, Elif; Yilmaz, Rabia Meryem – Education and Information Technologies, 2022
The aim of this study is to compare the effects of unplugged and plugged-in activities on academic achievement and computational thinking (CT) skills of sixth-grade students. Mixed-method research was carried out to explore whether there were differences between the groups, and to learn the students' opinions and experiences regarding the…
Descriptors: Learning Activities, Programming, Computer Science Education, Computation
Karabatak, Songül; Alanoglu, Müslim – Malaysian Online Journal of Educational Technology, 2022
The purpose of this study is to test the relationships between teacher candidates' technology addiction and their social connectedness. Students studying at a faculty of education in a state university selected by the convenience sampling method constituted the sample of the study. Correlation analysis and association rules were used to analyze…
Descriptors: Social Media, Addictive Behavior, Internet, Handheld Devices
Mochizuki, Toshio; Sasaki, Hiroshi; Wakimoto, Takehiro; Kubota, Yoshihiko; Eagan, Brendan; Hirayama, Ryoya; Yamaguchi, Yuta; Yuki, Natsumi; Funaoi, Hideo; Suzuki, Hideyuki; Kato, Hiroshi – International Journal of Computer-Supported Collaborative Learning, 2022
This study examined microteaching using computer-supported collaborative learning (CSCL) to assist student teachers in anticipating student voices and achieving authentic role-play. To achieve this, the design had two manipulatives: tangible puppets as "mediating manipulatives" that allow student teachers to elicit a variety of imaginary…
Descriptors: Microteaching, Computer Assisted Instruction, Cooperative Learning, Role Playing
Srisawat, Surasak; Piriyasurawong, Pallop – International Education Studies, 2022
This research aimed to develop metaverse virtual learning management based on gamification techniques model (MVLM-Gt model) and to evaluate the appropriateness of the model. The research methodology was divided into two parts in accordance with these aims. The first part was the design of the learning step using metaverse virtual learning…
Descriptors: Educational Technology, Gamification, Models, Computer Simulation
Hinck, Edward A. – Journal of Communication Pedagogy, 2022
The COVID-19 "pivot" created challenges for instructors in adapting their teaching strategies to the various forms of technology available for virtual delivery. One positive outcome discovered for teaching an introduction to debate class was the use of Blackboard's discussion board feature to assess student learning regarding…
Descriptors: Critical Thinking, Thinking Skills, Debate, Introductory Courses
Nissi, Riikka; Lehtinen, Esa – Written Communication, 2022
The present article examines collaborative writing in organizational consulting and training, where writing takes place as part of a group discussion assignment and is carried out by using digital writing technologies. In the training, the groups use digital tablets as their writing device in order to document their answers in the shared digital…
Descriptors: Collaborative Writing, Computer Mediated Communication, Workplace Learning, Handheld Devices
Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; Vom Lehn, Dirk – Educational Media International, 2022
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technologies that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to…
Descriptors: Museums, Exhibits, Interaction, Children
Geller, Rebecca C.; Gravell, Jamie D.; Richardson, Amy; Strang, Stacy Ann – Social Education, 2022
In recent years, social studies teachers have described feeling startled and unprepared to navigate politically fraught conversations in the classroom alongside the vitriolic political bullying they also reported. Just as young people need space to practice civic skills, so too do teachers need space to practice pedagogical skills. This article…
Descriptors: Controversial Issues (Course Content), Political Attitudes, Discussion (Teaching Technique), Computer Simulation
Backman, Ylva; Gardelli, Viktor; Parnes, Peter – Designs for Learning, 2022
In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group's communicative participation during…
Descriptors: Aphasia, Computer Games, Handheld Devices, Telecommunications
Cronin-Golomb, Lucy M.; Bauer, Patricia J. – Cognitive Research: Principles and Implications, 2022
Educational opportunities occur through naturalistic everyday life experiences (e.g., reading a newspaper, listening to a podcast, or visiting a museum). Research primarily examines learning under controlled conditions, such as in a classroom or laboratory. There is relatively little known about the extent to which adults extract semantic content,…
Descriptors: Museums, Exhibits, Art History, Computer Mediated Communication
Ho, Simon; Liu, Pu; Palombo, Daniela J.; Handy, Todd C.; Krebs, Claudia – Anatomical Sciences Education, 2022
The use of mixed reality in science education has been increasing and as such it has become more important to understand how information is learned in these virtual environments. Spatial ability is important in many learning contexts, but especially in neuroanatomy education where learning the locations and spatial relationships between brain…
Descriptors: Spatial Ability, Brain Hemisphere Functions, Anatomy, Science Education

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