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Jeremiah T. Stark – ProQuest LLC, 2024
This study highlights the role and importance of advanced, machine learning-driven predictive models in enhancing the accuracy and timeliness of identifying students at-risk of negative academic outcomes in data-driven Early Warning Systems (EWS). K-12 school districts have, at best, 13 years to prepare students for adulthood and success. They…
Descriptors: High School Students, Graduation Rate, Predictor Variables, Predictive Validity
Tapas Sudan; Arjun Hans; Rashi Taggar – Interactive Technology and Smart Education, 2024
Purpose: The intricate dynamics of ChatGPT adoption among Indian students are discussed while exploring the factors outlined by Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). By assessing these factors, this study aims to unravel their impact on the behavioral intention to use ChatGPT. Design/methodology/approach: While evaluating…
Descriptors: Transformative Learning, Technology Uses in Education, Artificial Intelligence, Computer Software
Federica Picasso; Javiera Atenas; Leo Havemann; Anna Serbati – Open Praxis, 2024
The development of critical data and artificial intelligence (AI) literacy has become a key focus in current discussions in Higher Education, thus it is necessary to develop and advance capacity building, reflectiveness and awareness across disciplines to critically address the possibilities and challenges presented by data and AI. In this paper,…
Descriptors: Undergraduate Students, College Faculty, Artificial Intelligence, Data Collection
Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
Robby Hilmi Rachmadian; Alfyananda Kurnia Putra; Sumarmi Sumarmi; Heni Masruroh – International Journal of Learning Technology, 2024
Geography education usually faces the problem of a monotonous learning process. Therefore, educators constantly seek better teaching strategies to present interesting and enjoyable classes. The main objective of this study is to 'present learning technology to improve geoheritage understanding' through an open-access website powered by interactive…
Descriptors: Experiential Learning, Computer Simulation, Educational Media, Technology Uses in Education
Allyson P. Arserio; Elizabeth E. Biggs; Emily Holz – Journal of Early Intervention, 2024
Despite evidence for the usefulness of augmentative and alternative communication (AAC) for young children with complex communication needs (CCN), several barriers prevent children from accessing AAC intervention. This qualitative study is focused on understanding the lived experiences of parents accessing and learning how to use speech-generating…
Descriptors: Augmentative and Alternative Communication, Young Children, Parent Role, Experience
Alexandra Aster; Matthias Carl Laupichler; Saskia Zimmer; Tobias Raupach – Advances in Health Sciences Education, 2024
Serious games, as a learning resource, enhance their game character by embedding game design elements that are typically used in entertainment games. Serious games in its entirety have already proven their teaching effectiveness in different educational contexts including medical education. The embedded game design elements play an essential role…
Descriptors: Educational Games, Computer System Design, Health Services, Medical Services
Naile Canli; Devrim Höl – Journal of Theoretical Educational Science, 2024
This bibliometric study examines the research trends, productivity, publication, and citation patterns of positive psychology in the field of foreign/second language education by analyzing 137 documents retrieved from the Web of Science (WoS) database between 2012-2022. Data analysis was conducted using various scientometric software, including MS…
Descriptors: Bibliometrics, Second Language Learning, Second Language Instruction, Positive Attitudes
Jennifer Scianna; Rogers Kaliisa – Educational Technology Research and Development, 2024
Educational researchers have pointed to socioemotional dimensions of learning as important in gaining a more nuanced description of student engagement and learning. However, to date, research focused on the analysis of emotions has been narrow in its focus, centering on affect and sentiment analysis in isolation while neglecting how emotions…
Descriptors: Computer Mediated Communication, Discussion, Discourse Analysis, Asynchronous Communication
Duanping Hong; Stephanie Miller; Shannon Shumate – Accounting Education, 2024
Low passing rates are common in asynchronous introductory accounting courses due to the challenging material and the online setting. While peer support involving knowledgeable peer assistants has been shown to improve face-to-face students' performance, it is unknown whether it will be effective when used online. Another issue of traditional peer…
Descriptors: Peer Relationship, Accounting, Introductory Courses, Learner Engagement
Emily Theophilou; Davinia Hernández-Leo; Vicenç Gómez – Journal of Computer Assisted Learning, 2024
Background: Gender differences in the use of educational environments and social media platforms have been a topic of interest in research. Several studies have examined the disparities between female and male participants in terms of participation, engagement, and motivations in either educational or social media platforms. On this end, this…
Descriptors: Gender Differences, Social Media, Learner Engagement, Foreign Countries
Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Tingting Wang; Alejandra Ruiz-Segura; Shan Li; Susanne P. Lajoie – Journal of Computer Assisted Learning, 2024
Background: Scholars have confirmed the vital roles of self-regulated learning (SRL) behaviours in predicting task performance, especially within non-linear technology-rich learning environments (TREs). However, few studies focused on the learning costs (e.g., study effort and time-on-task) related to SRL and the efficiency outcome of SRL (i.e.,…
Descriptors: Problem Solving, Educational Environment, Efficiency, Student Behavior
Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Nicole Anthony – Journal of Educational Technology, 2024
Friends are an important part of adolescent development. Autistic adolescents with a co-occurring ADHD diagnosis may struggle with the social communication skills necessary to make friends (i.e., verbal initiations and on-topic responses) due to the characteristics of both disorders. This study used an alternating treatment design to compare a…
Descriptors: Attention Deficit Hyperactivity Disorder, Autism Spectrum Disorders, Comorbidity, Interpersonal Communication

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