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L. H. A. Monteiro – International Journal of Mathematical Education in Science and Technology, 2025
Cybersex is the use of the Internet and its services to achieve sexual arousal and pleasure. This use, however, can become excessive and uncontrolled. Common consequences of a problematic engagement in online sexual activities are the deterioration of real-life romantic relationships and the occurrence of sexual dysfunctions, even in young…
Descriptors: Mathematical Models, Internet, Computer Mediated Communication, Sexuality
Bugra Akay; Mehmet Ceylan; Sinan Ayan; Hakan Dündar; Atilla Altun – International Electronic Journal of Elementary Education, 2025
The concept of play has long been recognized as a fundamental aspect of child development because it promotes learning and cognitive development, and is useful for social skills and motivation. Thus, it has attracted the attention of researchers in many scientific fields such as maths, physical education, artificial intelligence and…
Descriptors: Children, Play, Research, Games
Jiun-Yu Wu; Yuan-Hsuan Lee; Ching Sing Chai; Chin-Chung Tsai – Educational Researcher, 2025
This conceptual article explores shared epistemic agency between humans and generative artificial intelligence (GenAI), emphasizing the need to foster active human epistemic agency through adaptive epistemic stances. We propose a framework incorporating epistemic stances in interactions with GenAI, drawing on Tsai's (2004) work to explore the…
Descriptors: Artificial Intelligence, Personal Autonomy, Epistemology, Interaction
Jinqi Ding; Quanlei Yu; Suping Sun; Wanjun Zhou; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional…
Descriptors: Self Concept, Value Judgment, Video Games, Computer Games
Shin-Shing Shin; Yu-Shan Lin; Yi-Cheng Chen; Wei-Ru Chiou – Journal of Engineering Education, 2025
Background: Learners of database courses usually encounter difficulties in building entity-relationship (ER) models and relational models for database problems. These difficulties may arise because of semantic gaps between the stages of database design. To investigate this issue, we employed semantic network theory--particularly the concept of…
Descriptors: Database Design, Semantics, Computer Science Education, Networks
Kluge, Murielle G.; Maltby, Steven; Kuhne, Caroline; Evans, Darrell J. R.; Walker, Frederick Rohan – Education and Information Technologies, 2023
The use of extended reality (XR) technology in education offers many advantages for transferring knowledge and practical skills training at the higher education level. As a result, many Universities over the past 5 + years have undertaken pilot programs to both develop XR content and assess how to best implement it within existing teaching and…
Descriptors: Foreign Countries, Computer Simulation, Instructional Design, Computer Software
Zheng, Lanqin; Niu, Jiayu; Long, Miaolang; Fan, Yunchao – British Journal of Educational Technology, 2023
Computer-supported collaborative learning (CSCL) has been an effective pedagogy in the field of education. However, productive collaborative learning often does not occur spontaneously, and learners often have difficulties with collaborative knowledge building and socially shared regulation. To address this research gap, this study proposes an…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Graphs, College Students
Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods
Collins, Jazmin; Ford, Vitaly – Journal of Cybersecurity Education, Research and Practice, 2023
The use of the Capture the Flag (CTF)-style competitions has grown popular in a variety of environments as a method to improve or reinforce cybersecurity techniques. However, while these competitions have shown promise in student engagement, enjoyment, and the teaching of essential workforce cybersecurity concepts, many of these CTF challenges…
Descriptors: Computer Security, Computer Science Education, Coding, Competition
Subasi, Sibel; Korkmaz, Özgen; Çakir, Recep – International Journal of Technology in Education and Science, 2023
The aim of this study is to examine the digital footprint awareness of students while surfing on cyberbullying, cyber security and social networks with demographic data such as class, school, gender, internet usage level. This research was carried out using a descriptive survey model. The study group of the research consisted of 467 volunteer…
Descriptors: Bullying, Computer Mediated Communication, Computer Security, Secondary School Students
Siegle, Robert F.; Schroeder, Noah L.; Lane, H. Chad; Craig, Scotty D. – TechTrends: Linking Research and Practice to Improve Learning, 2023
Pedagogical agents are on-screen characters that help facilitate learning in a virtual or mixed-reality setting. The research on pedagogical agents has shifted focus since their creation, from understanding their underlying principles, identifying their potential roles and usage, and recently finetuning their design for applied practice. This…
Descriptors: Teaching Methods, Artificial Intelligence, Technology Uses in Education, Barriers
Manegre, Marni; Gutiérrez-Colón, Mar – Interactive Learning Environments, 2023
Knowledge building occurs when students work together and participate in idea-centred discussions where they share information and create knowledge collectively. This research explores whether knowledge building in knowledge forums using English as the "lingua franca" can facilitate in foreign language learning. An analysis was done on…
Descriptors: Second Language Learning, Collaborative Writing, Computer Assisted Instruction, Computer Mediated Communication
Styn, Amelie; Scheiter, Katharina; Fischer, Martin R.; Shiozawa, Thomas; Behrmann, Felix; Steffan, Adrian; Kugelmann, Daniela; Berndt, Markus – Anatomical Sciences Education, 2023
The way medical students learn anatomy is constantly evolving. Nowadays, technologies such as tablets support established learning methods like drawing. In this study, the effect of drawing on a tablet on medical students' anatomy learning was investigated compared to drawing or summarizing on paper. The quality of drawings or summaries was…
Descriptors: Medical Education, Medical Students, Anatomy, Tablet Computers
Araos, Andrés; Damsa, Crina; Gaševic, Dragan – Journal of Computer Assisted Learning, 2023
Background: The surge of online platforms has generated interest in how specialized platforms support formal and informal learning in various disciplinary domains. Knowledge is still limited regarding how undergraduate students navigate and use platforms to learn. Objectives: This study explores computer and software engineering students' learning…
Descriptors: Computer Science Education, Computer Software, Learning Activities, Undergraduate Students
Yamauchi, Taisei; Flanagan, Brendan; Nakamoto, Ryosuke; Dai, Yiling; Takami, Kyosuke; Ogata, Hiroaki – Smart Learning Environments, 2023
In recent years, smart learning environments have become central to modern education and support students and instructors through tools based on prediction and recommendation models. These methods often use learning material metadata, such as the knowledge contained in an exercise which is usually labeled by domain experts and is costly and…
Descriptors: Mathematics Instruction, Classification, Algorithms, Barriers

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