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Alves, Francisco Régis Viera; de Sousa, Rosalide Carvalho; Fontenele, Francisca Cláudia Fernandes – Acta Didactica Napocensia, 2020
This article presents a partial excerpt from an ongoing master's research on the methodological theoretical aspects of problems related to the content of volumes, selected from the evaluations of the National High School Exam (ENEM). The Exam consists of a test proposed by the Brazilian federal government, which aims to assess the performance of…
Descriptors: Computer Software, Teaching Methods, Mathematics Instruction, Mathematics Teachers
Meyer, Edgar R.; James, Amber M.; Sinning, Allan; Thompson, Kenneth; Cui, Dongmei – HAPS Educator, 2020
Despite proliferative use of anatomical virtual models, there are few studies exploring whether stereoscopic models help medical students retain information regarding three-dimensional (3D) relationships of structures. This pilot study examined first-year medical students' exposure to a virtual 3D stereoscopic pelvis model and their corresponding…
Descriptors: Anatomy, Teaching Methods, Medical Education, Medical Students
Abidin; Suryanto, Tulus; Utami, Pertiwi – Journal of Social Studies Education Research, 2020
Covid-19 global pandemic has extensively affected various dimensions in life and changed socioeconomic behavior in society. In line with this, the tremendous growth of digital technology has brought about a positive influence on social education and "muamalah" (literally "transaction") activities due to, indirectly, the…
Descriptors: Foreign Countries, Deception, Prevention, Social Studies
Demir, Ö.; Taskin, B.; Seferoglu, S. S. – Journal of Educational Technology, 2020
This study aimed at examining the COTS (Commercial off the Shelf) games having strong potential for helping to enhance intrinsic motivation and computational thinking skills. To this end, STEAM game store was searched with the keywords of "programming, coding, computing, and algorithm". This search yielded 1,249 games. After eliminating…
Descriptors: Media Selection, Selection Criteria, Computer Games, Game Based Learning
Wong, Marinela; Quast, Guenter; Braig, Dominik – European Journal of Physics Education, 2020
This paper describes a number of active learning strategies based on implementing the Raspberry Pi as low-cost single-board computing device for carrying out physics laboratory activities. This Microcomputer-Based Laboratory (MBL) Project has been funded by the Baden-Württemberg Foundation and it encompasses the use of high-accuracy yet…
Descriptors: College Science, Undergraduate Study, Physics, Educational Technology
Blau, Gary; Lopez, Andrea B. – Journal of Education for Business, 2020
Using a complete data sample of 579 graduating business seniors, this study successfully created separate items for measuring paid internships/cooperative education (co-ops) and unpaid internships/co-ops. Students reported lower frequencies for self-reported paid and especially unpaid internships/co-ops. Several correlates were found to be…
Descriptors: Correlation, Internship Programs, Business Administration Education, College Seniors
Khan, Mohammad Ayub; Baldini, Giovanni Maria – Journal of Education and Learning, 2020
Cross-cultural negotiation courses have been taught for many years both at graduate and undergraduate levels, using conventional pedagogical approaches such as classroom-based lectures, material readings, and paper-pencil based negotiation exercises. In the contemporary world of higher education, it is often expressed by the faculty that students…
Descriptors: Experimental Teaching, Computer Software, Computer Uses in Education, Undergraduate Students
An Investigation of High School Students' Errors in Introductory Programming: A Data-Driven Approach
Qian, Yizhou; Lehman, James – Journal of Educational Computing Research, 2020
This study implemented a data-driven approach to identify Chinese high school students' common errors in a Java-based introductory programming course using the data in an automated assessment tool called the Mulberry. Students' error-related behaviors were also analyzed, and their relationships to success in introductory programming were…
Descriptors: High School Students, Error Patterns, Introductory Courses, Computer Science Education
Lundqvist, Karsten Ø.; Liyanagunawardena, Tharindu; Starkey, Louise – International Review of Research in Open and Distributed Learning, 2020
Many course designers trying to evaluate the experience of participants in a MOOC will find it difficult to track and analyse the online actions and interactions of students because there may be thousands of learners enrolled in courses that sometimes last only a few weeks. This study explores the use of automated sentiment analysis in assessing…
Descriptors: Feedback (Response), Online Courses, Student Experience, Peer Relationship
Kalthoff, Herbert; Wiesemann, Jutta; Lange, Jochen; Roehl, Tobias – Pedagogy, Culture and Society, 2020
For the everyday education of students in schools, objects are made available to teachers that illustrate subject matter and make it comprehensible. These objects are created to make something visible, so that it can be presented, worked on, and understood. This article starts from the assumption that didactic objects are not neutral media: In the…
Descriptors: Educational Theories, Teaching Methods, Epistemology, Corporations
Popescu, Elvira; Badea, Gabriel – Educational Technology & Society, 2020
The Community of Inquiry (CoI) framework has been widely used in blended and online educational research, more recently being applied also to social media settings. This paper explores the learning community created in such a social media-based educational environment, using an extended version of CoI, which includes four components: cognitive…
Descriptors: Communities of Practice, Active Learning, Inquiry, Social Media
Threekunprapam, Arinchaya; Yasri, Pratchayapong – European Journal of Educational Research, 2020
Using unplugged coding activities to promote computational thinking (CT) among secondary learners has become increasingly popular. Benefits of using unplugged coding activities involve the cost-effective implementation, the ability to promote computer science concepts and self-efficacy in learning computer programming, and the engaging nature of…
Descriptors: Thinking Skills, Independent Study, High School Students, Coding
Luef, Eva Maria; Ghebru, Bethel; Ilon, Lynn – Interactive Learning Environments, 2020
Korea is widely recognized to be among the world's most advanced digital countries with nearly every university student owning the latest smartphone. Yet language education is largely still taught in traditional classroom methods. This study was designed to see how students in two major universities used smartphone apps to informally supplement…
Descriptors: Computer Software, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Demir, Ümit – Pedagogies: An International Journal, 2020
This research was conducted to determine the effects of the using negative knowledge-based Intelligent Teaching System (ITS) evaluator software in the assessment and evaluation processes of English Teaching as a Foreign language. Experimental design with the pretest-posttest control group was used in this study. The study group consists of 67…
Descriptors: Misconceptions, Intelligent Tutoring Systems, Computer Software, Vocational Education
Drysdale, Timothy D.; Kelley, Simon; Scott, Anne-Marie; Dishon, Victoria; Weightman, Andrew; Lewis, Richard James; Watts, Stephen – Higher Education Pedagogies, 2020
Traditional practical work for higher education in STEM subjects is under pressure from rising student numbers and a desired increase in active learning. Investing in more buildings and staff is financially challenging, while stretching existing resources affects outcomes, health, and participation. A more pragmatic approach is to embrace a less…
Descriptors: Nontraditional Education, STEM Education, Higher Education, Foreign Countries

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