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Tanvir Prince – International Journal of Mathematical Education in Science and Technology, 2025
This study investigates the impact of GeoGebra, a dynamic, accessible, and easy-to-use mathematics software, on student confidence and perceptions of its helpfulness in the context of Calculus III courses. A quasi-experimental design was employed to compare four sections of Calculus III, with two sections integrating GeoGebra for in-class…
Descriptors: Computer Software, Technology Uses in Education, Mathematics Instruction, Calculus
Christine Kim Park; Melissa Watschke – Minnesota Office of Higher Education, 2025
Minnesota's postsecondary institutions strive to provide students a safe environment to complete educational and career goals. The Sexual Violence Prevention and Response program at the Minnesota Office of Higher Education currently supports 77 institutions across the state in sexual violence prevention and response initiatives at the campus level…
Descriptors: Sexual Abuse, College Environment, College Students, College Role
Aziz Ilhan; Recep Aslaner; Cihat Yasaroglu – Education and Information Technologies, 2025
Digital literacy is a 21st century requirement and its importance is increasing day by day. In this article, it was aimed to evaluate the development of digital literacy skills of mathematics teachers and prospective teachers through Technology Assisted Education (TAE). In addition, the opinions of the teachers about the training were also…
Descriptors: Skill Development, Digital Literacy, Mathematics Teachers, Preservice Teachers
Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
Dwi Maryono; Sajidan; Muhammad Akhyar; Sarwanto; Bayu Tri Wicaksono; Nurcahya Pradana Taufik Prakisya – Discover Education, 2025
This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student's proficiency levels, while gamification elements…
Descriptors: Career and Technical Education Schools, High Schools, High School Students, Electronic Learning
Ghanis Putra Widhanarto; Zamzami Zainuddin; Titi Prihatin; Sunawan Sunawan; Amirul Mukminin; Seftia Kusumawardani; Mulawarman Mulawarman – Information and Learning Sciences, 2025
Purpose: This study aims to examine the effectiveness of Web-based interactive (WBI) presentations in reducing students' cognitive load and increasing their situational interest in learning. Traditionally, many learning practices fail to optimize students' cognitive resources by presenting irrelevant content and activities. However, practical…
Descriptors: Internet, Web Based Instruction, Gamification, Cognitive Processes
Linda J. Sax – Journal of The First-Year Experience & Students in Transition, 2025
Although the process of inquiry is guided by questions, the result is rarely a clear answer. Instead, deep investigation--despite producing data, results, and evidence--ultimately results in a lot more questions. The author, rather than feeling disillusioned by that reality, has come to accept it as the cyclical nature of research. For more than…
Descriptors: College Students, Student Experience, Educational Research, Gender Differences
Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
Xuefan Li; Marco Zappatore; Tingsong Li; Weiwei Zhang; Sining Tao; Xiaoqing Wei; Xiaoxu Zhou; Naiqing Guan; Anny Chan – IEEE Transactions on Learning Technologies, 2025
The integration of generative artificial intelligence (GAI) into educational settings offers unprecedented opportunities to enhance the efficiency of teaching and the effectiveness of learning, particularly within online platforms. This study evaluates the development and application of a customized GAI-powered teaching assistant, trained…
Descriptors: Artificial Intelligence, Technology Uses in Education, Student Evaluation, Academic Achievement
Muhammet Yildirim; Yigit Emrah Turgut – Journal of Pedagogical Research, 2025
This study aimed to examine the impact of the flipped classroom model applied in the information technologies courses on pre-service teachers' candidates' academic achievements, self-regulated learning skills, and classroom engagement. The research was conducted with a total of 96 pre-service teachers teacher candidates, 48 in the experimental…
Descriptors: Flipped Classroom, Academic Achievement, Metacognition, Comparative Analysis
Yuhsuan Chang – British Journal of Guidance & Counselling, 2025
This research comprised two studies to examine the psychometric properties of the Generalised Problematic Internet Use Scale-2 (GPIUS-2) and investigate personality profiles of problematic internet use (PIU) in the context of social media from an Adlerian theory perspective. In Study 1 (N = 320), exploratory factor analysis was conducted and four…
Descriptors: Social Media, Personality Traits, Internet, Personality Problems
Areen Hazzan-Bishara; Ofrit Kol; Shalom Levy – Education and Information Technologies, 2025
This study examines factors influencing teachers' intention to adopt Generative AI technologies in education by extending the Technology Acceptance Model (TAM). The proposed comprehensive model incorporates both external factors (exposure to AI information, information credibility, and institutional support) and internal factors (intrinsic…
Descriptors: Technology Uses in Education, Artificial Intelligence, Teacher Attitudes, Computer Attitudes
Brian Shambare; Thuthukile Jita – Education and Information Technologies, 2025
Virtual learning technologies have become integral in education globally, with developed countries leading in implementation. In contrast, Global South countries like South Africa are only beginning to conceptualise Virtual Laboratory (VL) integration, with limited practical implementation. This study underscores the importance of understanding…
Descriptors: Science Teachers, Teacher Attitudes, Computer Simulation, Science Laboratories
Orkun Kocak; Sahin Idil – Journal of Education in Science, Environment and Health, 2025
This study is developing a Deep Learning model automating the coding of drawings students provide about climate change phenomena in our world, as a learning contribution through formative assessment. We started first with ResNet50 architecture, but ultimately, we settled on MobileNetV2 reduced architecture for the sake of being able to integrate…
Descriptors: Climate, Artificial Intelligence, Accuracy, Environmental Education
Geoffrey Ukala; Nwanneka Josephine Okoli – Malaysian Online Journal of Educational Sciences, 2025
The relative effectiveness of Google Classroom (GC) and WhatsApp (WSP) instructions on students' engagement in basic Biology in universities in SouthEast, Nigeria was examined. Two research questions and three null hypotheses were posed. A quasi-experimental, specifically nonrandomized, pretest-posttest comparison design was employed. The…
Descriptors: Foreign Countries, Electronic Learning, Educational Technology, Computer Mediated Communication

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