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Lei Xie; Suwisa Charatkamolpong; Supawadee Kanjanakate – Asian Journal of Contemporary Education, 2025
In the 21st - century skills - oriented education, this study aims to bridge the gap in traditional mathematics teaching, which often addresses teamwork and problem - solving skills independently. It focuses on designing and assessing an integrated instructional model using Problem - Based Learning (PBL) via Collaborative Learning (CL) to equip…
Descriptors: Problem Based Learning, Cooperative Learning, Grade 4, Elementary School Students
Umar; M Ibnusaputra; Abdul Kadir; Ardiyansah Yuliniar Firdaus; Hendra; Retnoningsih; Mei Indra Jayanti – Educational Process: International Journal, 2025
Background/purpose: The Merdeka Curriculum is an important aspect in the reform of Indonesian education in facing global challenges and industry 4.0. Its early implementation requires comprehensive analyses and evaluations to determine its effectiveness. This study aims to determine the effectiveness of elementary school students' learning styles…
Descriptors: Cognitive Style, Gender Differences, Indonesian, Educational Change
Nancy Wolfe; Devon Duhaney – Journal of Interactive Learning Research, 2025
Podcasts are increasingly being used for educational purposes within and outside of the classroom. In the English as a New Language (ENL) classroom, podcasts have been used as a source of authentic auditory input to supplement traditional pedagogical materials. The creation of podcasts by learners has been widely used to encourage language…
Descriptors: Student Developed Materials, Educational Technology, Computer Mediated Communication, Computer Assisted Instruction
Philip Hallinger; Köksal Banoglu; Sedat Gümüs – Leadership and Policy in Schools, 2025
This scoping review examined 41 peer-reviewed articles on digital simulations and serious games used in educating school leaders. Content analysis documented the wide range of theories and topics incorporated into existing educational leadership simulations, e.g. instructional leadership, change management, problem-solving, coaching, and ethical…
Descriptors: Computer Simulation, Educational Games, Instructional Leadership, Educational Research
Louise Castro de Jesus; Sophia Lincoln Cardoso de Azevedo; Rafaela Moraes Pereira de Sousa; Ana Beatriz Matos; Salim Kanaan; José Carlos Pelielo de Mattos; Lidia Maria Amorim – Journal of Biological Education, 2025
Isoenzymes are variant forms of the same enzyme activity that exhibits different tissue distribution. When cells are damaged, intracellular content leaks into the blood stream, making them potential biochemical markers. Undergraduate health sciences students are expected to interpret laboratory findings of serum levels of biochemical markers and…
Descriptors: Science Laboratories, Biochemistry, Health Sciences, Allied Health Occupations Education
Rebecca Marrone; Samuel Fowler; Abhinava Bathakur; Shane Dawson; George Siemens; Chanvi Singh – School Leadership & Management, 2025
The integration of AI in education has the potential to significantly transform teaching and learning. However, the successful adoption of AI is heavily reliant on the actions and perspectives of school leaders. As schools increasingly incorporate AI into their classrooms, it is essential to understand how education leaders perceive this…
Descriptors: Artificial Intelligence, Technology Uses in Education, Administrator Attitudes, Transformative Learning
Ian Thacker; Rebecca Schroeder; Sara Shields-Menard; Nickolas Goforth – International Journal of Science and Mathematics Education, 2025
To create opportunities for meaningful applications of data science for diverse students, we developed and implemented an online learning module focused on engaging students at a Hispanic Serving Institution (HSI) in an analysis of authentic soil data. Development of the module occurred over three design iterations involving interviews with 10…
Descriptors: Hispanic American Students, Minority Serving Institutions, Data Science, Undergraduate Students
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Thulelah Blessing Takane; Hamsa Venkat – African Journal of Research in Mathematics, Science and Technology Education, 2025
In this paper, we detail the outcomes of a small-scale intervention study that aimed to support the mathematising processes of Grade 2 South African learners when working with additive relations problems. We report on the mathematising shifts that were evident in pre- and post-test responses prior to and after a sequence of 13 intervention…
Descriptors: Foreign Countries, Grade 2, Elementary School Students, Mathematics Instruction
Tim Bauermeister; Nina Janßen; John-Oliver Engler – Education and Information Technologies, 2025
Digital learning environments such as virtual laboratories have been proposed to augment or even replace conventional forms of teaching in recent years. While there is some evidence on comparable learning outcomes between real and virtual labs, empirical evidence on the effectiveness of virtual labs as compared to conventional face-to-face…
Descriptors: Conventional Instruction, Electronic Learning, Case Studies, Foreign Countries
Norlia Mat Norwani; Zuriadah Ismail; Rohaila Yusof; Nastasya Athira Mohd Nasir; Anis Suriati Ahmad – Journal of Education and Learning (EduLearn), 2025
Employers often perceive accounting graduates as lacking motivation and soft skills. The research proposes that game-based learning (GBL) will enhance students' motivation, teamwork, critical thinking, communication skills, and promote learning. Research instruments include academic motivation scale (AMS) utilized to measure motivation, skills…
Descriptors: Accounting, Business Education, Game Based Learning, Soft Skills
Jian-hui Wu – Journal of Educational Computing Research, 2025
The objective of this research is to investigate how AI-improved dynamic physical education materials impact middle school education in physical settings. Utilizing a randomized controlled crossover approach, a 16-week study involved 120 students aged 12 to 18 to evaluate the impact of AI-enhanced physical education courses against traditional…
Descriptors: Artificial Intelligence, Physical Education, Instructional Materials, Middle School Students
Issa Ndungo; Sudi Balimuttajjo; Edwin Akugizibwe – Electronic Journal for Research in Science & Mathematics Education, 2025
This study investigated learners' experiences and understanding of transformation geometry using two instructional strategies: Conventional Van Hiele Phased Instruction (CVHPI) and TechnologyEnhanced Van Hiele Phased Instruction (TVHPI), incorporating GeoGebra as a digital tool. Through semi-structured interviews, qualitative data were collected…
Descriptors: Geometry, Mathematics Instruction, Sequential Learning, Technology Uses in Education
Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry

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