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Karoline Smucker – ProQuest LLC, 2022
Probabilistic simulations have long served as instructional tools in statistics and probability education. With advances in technology, computer simulation environments where large quantities of data can be collected and analyzed have been suggested as venues for problem solving in contexts involving both known and unknown probability…
Descriptors: Preservice Teacher Education, Preservice Teachers, Mathematics Education, Secondary School Teachers
Carol Eckerly; Yue Jia; Paul Jewsbury – ETS Research Report Series, 2022
Testing programs have explored the use of technology-enhanced items alongside traditional item types (e.g., multiple-choice and constructed-response items) as measurement evidence of latent constructs modeled with item response theory (IRT). In this report, we discuss considerations in applying IRT models to a particular type of adaptive testlet…
Descriptors: Computer Assisted Testing, Test Items, Item Response Theory, Scoring
Anil Kamat; Basiel Makled; Jack Norfleet; Steven D. Schwaitzberg; Xavier Intes; Suvranu De; Anirban Dutta – npj Science of Learning, 2022
Virtual reality (VR) simulator has emerged as a laparoscopic surgical skill training tool that needs validation using brain--behavior analysis. Therefore, brain network and skilled behavior relationship were evaluated using functional near-infrared spectroscopy (fNIRS) from seven experienced right-handed surgeons and six right-handed medical…
Descriptors: Sensory Integration, Multisensory Learning, Skill Development, Surgery
Jia Liu; Avinash Kumar Singh; Anna Wunderlich; Klaus Gramann; Chin-Teng Lin – npj Science of Learning, 2022
Although beacon- and map-based spatial strategies are the default strategies for navigation activities, today's navigational aids mostly follow a beacon-based design where one is provided with turn-by-turn instructions. Recent research, however, shows that our reliance on these navigational aids is causing a decline in our spatial skills. We are…
Descriptors: Navigation, Physical Environment, Simulated Environment, Computer Simulation
Margarita Canal A.; Simon Turner; Laura J. Martín C. – Sage Research Methods Cases, 2022
This case study examines the challenges and lessons encountered during a research process developed virtually, in which we adapted a quantitative study to a qualitative case in the context of the COVID-19 pandemic. Conducting research online presented both challenges and potential lessons that we were not aware of at the outset of our project.…
Descriptors: Teleworking, COVID-19, Pandemics, Research Design
Leiah J. Groom-Thomas; Monica G. Lee; Cate Smith Todd; Kathleen Lynch; Susanna Loeb; Scott R. McConnell; Lydia J. Carlis – Annenberg Institute for School Reform at Brown University, 2022
Many preschool agencies nationwide continue to experience closures and/or conversions to virtual or hybrid instruction due to the ongoing COVID-19 pandemic. Despite the importance of understanding young children's learning and development during the COVID emergency, limited knowledge exists on adaptable practices of assessing young children during…
Descriptors: COVID-19, Pandemics, Federal Programs, Low Income Students
Yusuke Harada; Yuki Sawada; Jun Suzurikawa; Rie Takeshima; Tomoko Kondo – Journal of Occupational Therapy Education, 2022
Despite the increasing importance of digital fabrication, of which three-dimensional printing is an important aspect, educational programs in this area have not been fully developed. To utilize threedimensional printing optimally, occupational therapists need to be familiar with this new technology, understand its scope of application, and possess…
Descriptors: Computer Peripherals, Printing, Self Help Programs, Occupational Therapy
Tafazoli, Dara; Gómez Parra, Mª Elena; Huertas Abril, Cristina A. – Teaching English with Technology, 2018
The purpose of this study was to compare the attitude of Iranian and non-Iranian English language students' attitudes towards Computer-Assisted Language Learning (CALL). Furthermore, the relations of gender, education level, and age to their attitude are investigated. A convergent mixed methods design was used for analyzing both quantitative and…
Descriptors: Cross Cultural Studies, Student Attitudes, Computer Assisted Instruction, Computer Attitudes
Iskrenovic-Momcilovic, Olivera – Education and Information Technologies, 2019
This paper examines the effectiveness of programming in pairs in the Scratch environment in primary school. The motivation for tackling this issue is based on the successful use of Scratch as a learning environment for any students of programming. The analysis has shown that that programming in pairs produces better results for beginners in…
Descriptors: Programming, Instructional Effectiveness, Teaching Methods, Cooperative Learning
Malik, Sohail Iqbal; Mathew, Roy; Al-Nuaimi, Rim; Al-Sideiri, Abir; Coldwell-Neilson, Jo – Education and Information Technologies, 2019
Problem solving skills are considered an integral part of grasping the precise concepts of the programming domain for novices in introductory programming (IP) courses. But these skills are mostly covered only in early lectures of such courses or are included in just a few early chapters of some relevant textbooks. Consequently, high failure and…
Descriptors: Problem Solving, Skill Development, Electronic Learning, Handheld Devices
Frick, Aurélien; Brandimonte, Maria A.; Chevalier, Nicolas – Developmental Psychology, 2019
Emerging cognitive control supports increasingly efficient goal-directed behaviors. With age, children are increasingly expected to decide autonomously and with little external aid which goals to attain. However, little is known about how children engage cognitive control in such a self-directed fashion. The present study examined self-directed…
Descriptors: Cognitive Processes, Goal Orientation, Personal Autonomy, Age Differences
Olsson, Jan; Granberg, Carina – Technology, Knowledge and Learning, 2019
The present study contributes to knowledge about how to design tasks that benefit from dynamic software in math education, comparing practice performance and learning outcomes among 129 students practicing on two different task designs using GeoGebra. The task designs differed with respect to the presence or absence of guidelines on how to solve…
Descriptors: Mathematics Education, Mathematics Instruction, Instructional Design, Computer Software
Fiksel, Jacob; Jager, Leah R.; Hardin, Johannna S.; Taub, Margaret A. – Journal of Statistics Education, 2019
Git and GitHub are common tools for keeping track of multiple versions of data analytic content, which allow for more than one person to simultaneously work on a project. GitHub Classroom aims to provide a way for students to work on and submit their assignments via Git and GitHub, giving teachers an opportunity to facilitate the integration of…
Descriptors: Statistics, Mathematics Instruction, Computer Software, Computer Uses in Education
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science

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