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Yangyang Luo; Xibin Han; Chaoyang Zhang – Asia Pacific Education Review, 2024
Learning outcomes can be predicted with machine learning algorithms that assess students' online behavior data. However, there have been few generalized predictive models for a large number of blended courses in different disciplines and in different cohorts. In this study, we examined learning outcomes in terms of learning data in all of the…
Descriptors: Prediction, Learning Management Systems, Blended Learning, Classification
Thomas Anthony Chun Hun Chan; Jason Man-Bo Ho; Michael Tom – RELC Journal: A Journal of Language Teaching and Research, 2024
To create a more collaborative and communicative learning environment, digital tools are often looked to as possible solutions. Miro, an online whiteboard, is one such tool that allows students to easily share ideas and exchange information using a range of different media. Its strengths are its ability to allow real-time sharing and creation of…
Descriptors: Learning Management Systems, Electronic Learning, Educational Technology, Cooperative Learning
Judith Galezer; Smadar Szekely – Informatics in Education, 2024
Spark, one of the products offered by MyQ (formerly Plethora), is a game-based platform meticulously designed to introduce students to the foundational concepts of computer science. By navigating through logical challenges, users delve into topics like abstraction, loops, and graph patterns. Setting itself apart from its counterparts, Spark boasts…
Descriptors: Learning Management Systems, Game Based Learning, Computer Science Education, Teaching Methods
S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
Ruksana Banu; Preeti Shrivastava; Mohamed Salman – International Journal of Information and Learning Technology, 2024
Purpose: The effect of e-learning success relies on the learning management system and its effectiveness provided to the learners. As a result, higher education institutions (HEIs) are expanding using various e-learning platforms and focusing on system and information quality. This study adopts the ISS (information system success) model to assess…
Descriptors: Student Attitudes, Electronic Learning, College Students, Learning Management Systems
Alec Thomson – Community College Enterprise, 2024
Artificial intelligence tools have presented many challenges and opportunities to transform teaching and learning on college campuses. These changes are significant enough to require colleges to take action to create a framework by which faculty and students can navigate the proper usage of these tools. Rather than working to create entirely new…
Descriptors: Artificial Intelligence, Information Technology, Position Papers, Educational Policy
Bingbing Yan; Chixiang Ma; Mingfei Wang; Ana Isabel Molina – International Journal of Web-Based Learning and Teaching Technologies, 2024
With the emergence of short video and the development of mobile internet, short video software, such as TikTok and Kwai, has emerged. Based on the semantic understanding technology of teaching short videos, a teaching management platform was built to push healthy and positive short video for students' content in a targeted way. Taking the 21st…
Descriptors: Video Technology, Semantics, Visual Aids, Data
Moses K. Asamoah; Yaw Oheneba-Sakyi; Michael Tagoe – E-Learning and Digital Media, 2024
Despite huge investments in Ghanaian universities for e-learning education, there exist lecturers who struggle with the adoption and use of open-source Learning Management Systems (LMSs) in teaching. The purpose of this study was to investigate the dominant drivers of the adoption and usage of LMS by faculty to enhance e-learning education in…
Descriptors: Learning Management Systems, Adoption (Ideas), Technology Uses in Education, Educational Technology
Michael Lahey – Teaching & Learning Inquiry, 2024
The proliferation of digital software is an increasingly accepted part of everyday life in higher education in the United States. While this software affords some opportunities, it can create confusing experiences for students as well. In this paper, I ask how might increasingly complex digital ecosystems in higher education shape the contours of…
Descriptors: Information Management, Teacher Student Relationship, Interpersonal Communication, Universities
Mohd Hanafi Azman Ong; Nur Syafikah Ibrahim – International Journal of Information and Learning Technology, 2024
Purpose: Since there is lack of studies in determine factors that affecting enjoyment sentiment when using online learning system, this study aims to explore the antecedents of perceived online learning enjoyment by using extended technology acceptance model (TAM) and its effect on behavioral intentions (BIN) among higher education institutions…
Descriptors: Electronic Learning, Positive Attitudes, Undergraduate Students, Public Colleges
Or Goren; Liron Cohen; Amir Rubinstein – International Educational Data Mining Society, 2024
The problem of student dropout in higher education has gained significant attention within the Educational Data Mining research community over the years. Since student dropout is a major concern for the education community and policymakers, many research studies aim to evaluate and uncover profiles of students at-risk of dropping out, allowing…
Descriptors: Dropout Characteristics, Prediction, Potential Dropouts, Student Characteristics
Readiness and Emergency Management for Schools Technical Assistance Center (REMS), 2021
The National Incident Management System (NIMS) is part of the National Preparedness System and supports the National Response Framework. NIMS puts forth a systematic approach to collaborating across disciplines and all levels of government to prevent, protect against, mitigate, respond to, and recover from threats and hazards that impact the…
Descriptors: School Safety, Emergency Programs, Management Systems, Readiness
Balci, Sebiha – ProQuest LLC, 2022
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current…
Descriptors: Gamification, Educational Environment, Student Motivation, Psychological Needs
Yaprak, Zeynep – International Journal of Progressive Education, 2022
As traditional education has evolved with the Internet and technology, e-learning has shown rapid and significant growth. Many studies have emphasized the positive effects of technology and online resources in foreign and second language education. Because of its role in reducing foreign language anxiety, the use of digital technology has an…
Descriptors: Learning Management Systems, Educational Technology, English (Second Language), Second Language Learning
Pham, Lam Tra; Dau, Thoa Kim Thi – International Journal of Information and Learning Technology, 2022
Purpose: The article aims examine an integrated model of the technology acceptance model (TAM), the unified theory of acceptance and use of technology (UTAUT) and DeLone and McLean information systems (D&M IS) success model to determine the effects of online learning readiness (OLR) on learners' online learning system (OLS) usage and their…
Descriptors: Learning Readiness, Electronic Learning, Learning Management Systems, Foreign Countries

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