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Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
Dandan Yang – ProQuest LLC, 2022
With authentic English input and multimedia features, English storybook apps have the potential to be used as an effective learning tool for parent-child shared reading practice in families in English as a second or foreign language settings. This cost-effective educational technology may be particularly beneficial for those children from low…
Descriptors: Bilingual Instructional Materials, Computer Software, Computer Assisted Instruction, Story Reading
Xiao-Rong Guo; Shao-Ying Gong; Si-Yang Liu; Jing Wang; Yan-Qing Wang; Xin Zhao – European Journal of Psychology of Education, 2025
Previous studies have pointed out that leisure motivational interference was an important factor affecting students' learning satisfaction. This study concentrates on three unexplored areas in the current literature on leisure motivational interference and learning satisfaction. Specifically, it is the first to (a) focus on the effects of digital…
Descriptors: Leisure Time, Student Motivation, College Students, Electronic Learning
Sophia Magaretha Brink – Journal of Applied Research in Higher Education, 2025
Purpose: The objective of the study was to explore which COVID-19 teaching and learning methods, that enhanced accounting students' learning experience, should be applied at a residential university after the pandemic. Design/methodology/approach: A qualitative exploratory approach within an interpretive paradigm was applied. A total of 15…
Descriptors: COVID-19, Pandemics, Student Experience, Accounting
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Minas Michikyan; Kaveri Subrahmanyam; Pamela Regan; Miguel Ángel Cano; Linda G. Castillo; Audrey Harkness; Seth J. Schwartz – Discover Education, 2025
Disruptions in education may exacerbate digital inequality among college student groups. This study examined differences in and relationships between digital access, use, and connectivity, digital skills and engagement, and academic motivation among first-generation (learners whose parents/guardians have no college education) and…
Descriptors: Access to Computers, Technological Literacy, Skills, Learner Engagement
Angelica Ribeiro; Zohreh R. Eslami – Language Teaching Research, 2025
Language negotiations facilitate second language acquisition (SLA) in both face-to-face (FTF) and computer-mediated interactions. Research shows that dyadic type can impact the quantity and quality of negotiations. Although both learner (L)-learner and native speaker (NS)-L dyadic type interactions have shown to be beneficial to SLA, it is still…
Descriptors: Synchronous Communication, Computer Mediated Communication, Language Proficiency, Interaction
Erif Ahdhianto; Yohannes K. Barus; M. Anas Thohir – Journal of Pedagogical Research, 2025
This study examines the role of Augmented Reality (AR) in enhancing cultural understanding through experiential learning. Using Partial Least Squares Structural Equation Modeling (PLS-SEM) with Smart PLS 4.0, we analyzed how different AR-based experiences--Simulation, Experiment 1, and Experiment 2--affect cultural diversity comprehension. Data…
Descriptors: Experiential Learning, Elementary Education, Cultural Education, Physical Environment
Jiang Congmeng; Adjah N. Mazlan – Journal of Pedagogical Research, 2025
This study explores the interplay between educational technology adoption, online community participation, self-paced learning, and graduate students' health promotion skills in physical education programs. It investigates how these factors facilitate or hinder skill development by examining teaching techniques and interventions in graduate…
Descriptors: Graduate Students, Health Promotion, Physical Education, Educational Technology
Great Iruoghene Edo; Favour Ogheneoruese Onoharigho; Laurine Chikodiri Nwosu; Agatha Ngukuran Jikah; Dinzei Maureen Marris; Patrick Othuke Akpoghelie; Joy Johnson Agbo – Journal of Continuing Higher Education, 2025
Many universities and colleges worldwide switched to virtual learning due to the coronavirus pandemic, and classroom course delivery was generally discontinued. The present cross-sectional study aimed to determine the effects of the COVID-19 pandemic on the performance of African students' academic performance using virtual learning as a…
Descriptors: Foreign Countries, COVID-19, Pandemics, Educational Change
Cleon Xavier; Luiz Rodrigues; Newarney Costa; Rodrigues Neto; Gabriel Alves; Taciana Pontual Falcao; Dragan Gasevic; Rafael Ferreira Mello – IEEE Transactions on Learning Technologies, 2025
Providing timely and personalized feedback on open-ended student responses is a challenge in education due to the increased workloads and time constraints educators face. While existing research has explored how learning analytic approaches can support feedback provision, previous studies have not sufficiently investigated educators' perspectives…
Descriptors: Teacher Empowerment, Learning Analytics, Artificial Intelligence, Computer Software
Linh Huynh; Danielle S. McNamara – Grantee Submission, 2025
We conducted two experiments to assess the alignment between Generative AI (GenAI) text personalization and hypothetical readers' profiles. In Experiment 1, four LLMs (i.e., Claude 3.5 Sonnet; Llama; Gemini Pro 1.5; ChatGPT 4) were prompted to tailor 10 science texts (i.e., biology, chemistry, physics) to accommodate four different profiles…
Descriptors: Natural Language Processing, Profiles, Individual Differences, Semantics
Hsiu-Ju Chen – Journal of College Science Teaching, 2025
As cloud computing gains prominence, universities have increasingly incorporated it into their curricula, necessitating a balance between theoretical knowledge and practical skills. However, students' learning of cloud computing was not clear. The primary objectives of this study are to assess variations in students' self-efficacy and…
Descriptors: Information Storage, Information Management, Information Technology, Technology Uses in Education
Jeoung Min Lee; Jaegoo Lee; Jeongsuk Kim; Yangjin Park; Rheanna Pierce; Heekyung Lee – Journal of Hispanic Higher Education, 2025
Studies have not focused much on the risk or protective factors of Hispanic college students' cyberbullying victimization. This study applied the stress, appraisal, and coping theory to examine how the association between cyberbullying victimization and a Hispanic college student's sense of purpose in life might be explained by their depressive…
Descriptors: Computer Mediated Communication, Bullying, Victims, Hispanic American Students
Kelley Regan; Margaret P. Weiss; Kristen Merrill O'Brien – Teacher Education and Special Education, 2025
Internship is a culminating student teaching experience traditionally involving sustained mentorship in the classroom of an experienced mentor teacher with some university supervision, and as such, it is a critical component in teacher preparation. When provisionally licensed teachers complete a non-traditional internship in their own classroom,…
Descriptors: Coaching (Performance), Internship Programs, Supervisors, Mentors

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