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Das, Bidyut; Majumder, Mukta; Phadikar, Santanu; Sekh, Arif Ahmed – Research and Practice in Technology Enhanced Learning, 2021
Learning through the internet becomes popular that facilitates learners to learn anything, anytime, anywhere from the web resources. Assessment is most important in any learning system. An assessment system can find the self-learning gaps of learners and improve the progress of learning. The manual question generation takes much time and labor.…
Descriptors: Automation, Test Items, Test Construction, Computer Assisted Testing
Kim, Gahyoung; Mun, Kongju; Lee, Hyunju – Asia-Pacific Science Education, 2021
This study introduces issue concept maps (IC map) as an instructional tool for exploring students' idea about socio-scientific issues (SSI). By visualizing students' ideas in two dimensions, context and occurrence, IC maps represent what kinds of ideas students have on the issues, and how their ideas change and connect. In the study, we…
Descriptors: Bibliometrics, Computer Simulation, Technology Uses in Education, Foreign Countries
Dawson, Jordan; Einion-Waller, Alys; Jones, Deborah – Qualitative Research Journal, 2021
Purpose: As society becomes ever more reliant on Internet technology for everyday communications, this paper explores the use of instant messaging (IM) in qualitative research. Discussed within the context of sensitive topic research with potentially hidden and hard-to-reach groups, the purpose of this paper is to discuss the value of adaptive and…
Descriptors: Computer Mediated Communication, Research Methodology, Data Collection, Sexuality
Shi, Yang; Mao, Ye; Barnes, Tiffany; Chi, Min; Price, Thomas W. – International Educational Data Mining Society, 2021
Automatically detecting bugs in student program code is critical to enable formative feedback to help students pinpoint errors and resolve them. Deep learning models especially code2vec and ASTNN have shown great success for "large-scale" code classification. It is not clear, however, whether they can be effectively used for bug…
Descriptors: Artificial Intelligence, Program Effectiveness, Coding, Computer Science Education
Jorge J. Mendieta – ProQuest LLC, 2021
This qualitative descriptive study explored how full-time faculty of a California higher education institution described their experience with the Information Technology Services employees' commitment, communications, and quality of customer service when resolving classroom Wi-Fi issues. The study used the model of Total Quality Management (TQM)…
Descriptors: Information Technology, Higher Education, Technical Support, Teacher Attitudes
Pratidhina, Elisabeth; Pujianto; Sumardi, Yosaphat – International Journal of Instruction, 2019
The research aims to: (1) produce a computer program as a learning resource on gas law topics; (2) determine the appropriateness and quality of the computer program; and (3) describe the effectiveness of the computer program to help students in learning the concept of gas law. We employed 4D (define, design, develop, disseminate) models in this…
Descriptors: Foreign Countries, High School Students, Secondary School Science, Physics
Lindgren, Robb; Morphew, Jason; Kang, Jina; Junokas, Michael – Mind, Brain, and Education, 2019
Research from brain science and the learning sciences support the notion that human cognition is grounded in our sensorimotor engagement with the physical world and that processes of learning can be shaped by our movements and actions. Increasing recognition that effective educational interventions can be seeded with embodied actions is paralleled…
Descriptors: Neurosciences, Schemata (Cognition), Sensory Integration, Nonverbal Communication
Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Pardoel, Bart; Papadima-Sophocleous, Salomi; Athanasiou, Androulla – Research-publishing.net, 2019
Although the use of games and game elements other than pure entertainment has been studied in several academic fields, studies on completely gamified courses for foreign language learning in secondary schools are still scarce. This exploratory research paper contributes to a better understanding of the affordances of mobile gamification in Foreign…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, German
Matovu, Henry; Won, Mihye; Treagust, David Franklin; Ungu, Dewi Ayu Kencana; Mocerino, Mauro; Tsai, Chin-Chung; Tasker, Roy – Chemistry Education Research and Practice, 2023
In recent years, chemistry educators are increasingly adopting immersive virtual reality (IVR) technology to help learners visualise molecular interactions. However, educational studies on IVR mostly investigated its usability and user perceptions leaving out its impact on improving conceptual understanding. If they evaluated students' knowledge…
Descriptors: Science Education, Chemistry, Computer Simulation, Undergraduate Students
Sungur Gül, Kibar; Saylan Kirmizigül, Asli – Education and Information Technologies, 2023
The aims of the study were to understand the pre-service science teachers' experiences about Algodoo Based STEM Education, to define views about it and, to emerge its influences on pre-service science teachers. Accordingly, case study method was utilized in the study. The participants were 30 pre-service science teachers who were fourth grade in a…
Descriptors: Foreign Countries, Preservice Teachers, Student Experience, STEM Education
Starkey, Louise; Yates, Anne; de Roiste, Mairead; Lundqvist, Karsten; Ormond, Adreanne; Randal, John; Sylvester, Allan – Educational Technology Research and Development, 2023
Disciplines in Higher Education have their own interpretations of what is essential knowledge that influences what is taught, how teaching occurs, and the role of digital tools. Disciplinary culture is dynamic and evolving, informed by disciplinary research and technology improvement. During the COVID-19 pandemic, digital solutions enabled ongoing…
Descriptors: Undergraduate Study, College Faculty, Educational Technology, Statistics
Pearson, Heather Ann; Montazami, Armaghan; Dubé, Adam Kenneth – British Journal of Educational Technology, 2023
Researchers recommend that parents look for five benchmarks as indicators of quality educational apps (ie, scaffolding, curriculum, development team, feedback, learning theory), yet results show that parents undervalue some of these benchmarks. The current study examined if a short video-based intervention would enhance parents' value-judgements…
Descriptors: Computer Software, Benchmarking, Video Technology, Intervention
Chokoraia, Tamar – Quality in Higher Education, 2023
The Georgian educational system was not familiar with the concept of plagiarism during the Soviet era. The purpose of the article is to study whether the mechanisms for plagiarism prevention in Georgian higher education institutions have been improved as a result of the application of new authorisation standards and international practices; it…
Descriptors: Foreign Countries, Plagiarism, Prevention, Higher Education

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