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Nanak Hikmatullah; Torrey Trust – Distance Learning, 2024
This article describes the development and impact of a faculty development program on improving the readiness of Indonesian educators to teach online. While online learning is seen as a potential solution to increasing access to higher education in Indonesia, most higher education faculty in Indonesia lack the necessary skills to teach online…
Descriptors: Web Based Instruction, Faculty Development, Communities of Practice, Humanization
Hang Wei; Rogier Bos; Paul Drijvers – Digital Experiences in Mathematics Education, 2024
In addressing the challenge of fostering functional thinking (FT) in secondary school students, our research centered on the question of how an embodied design can enhance FT's different aspects, including input-output, covariation, and correspondence views. Drawing from embodied cognition theory and focusing on an action- and perception-based…
Descriptors: Thinking Skills, Abstract Reasoning, Design, Input Output Analysis
Tulegen Botagariyev; Svetlana Kubiyeva; Aiymgul Akhmetova; Petr Tissen; Nurolla Mambetov; Zhaxykul Sadykova – Interactive Learning Environments, 2024
This study aims to generate instructions for physical education teachers on how to improve physical fitness of students and enhance their physical development using digital applications. For this, the physical development levels of middle school students were analyzed. The secondary goal is to determine how effective the digital learning tools are…
Descriptors: Foreign Countries, Physical Education, Physical Education Teachers, Physical Fitness
Yuan-Chen Liu; Tzu-Hua Huang; Chien-Chia Huang – Interactive Learning Environments, 2024
In this study, an interactive programming learning environment was built with two types of error prompt functions: 1) the key prompt and 2) step-by-step prompt. A quasi-experimental study was conducted for five weeks, in which 75 sixth grade students from disadvantaged learning environments in Taipei, Taiwan, were divided into three groups: 1) the…
Descriptors: Programming, Computer Science Education, Cues, Grade 6
Mingheng Li – Chemical Engineering Education, 2024
Project-based learning (PBL) empowers students to become active learners. In this work computational reverse osmosis (RO) projects developed from industrial case studies and research were implemented in several chemical engineering courses to enhance student learning experience. Students not only gained knowledge in water treatment, but also…
Descriptors: Chemical Engineering, Engineering Education, Learning Experience, Student Projects
Anna Flavia Di Natale; Sabrina Bartolotta; Andrea Gaggioli; Giuseppe Riva; Daniela Villani – Education and Information Technologies, 2024
Immersive virtual reality (IVR) and Metaverse applications are gaining attention in the educational field, showing potentials in transforming traditional learning methods by supporting active and experiential forms of learning. Our study, conducted within the context of an Italian university course, employs the Extended Expectation-Confirmation…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, College Students
Foteini Stavropoulou; Hamidreza Panjehfouladgaran; Misha Teimouri – INFORMS Transactions on Education, 2024
The COVID-19 pandemic caused a major disruption to higher education as face-to-face teaching had to shift to distance teaching overnight. In this paper, we describe the adaptation of an operations management undergraduate core module, taught to first-year students, from face-to-face delivery to emergency online delivery. In our online version, we…
Descriptors: Business Administration, Business Administration Education, Curriculum Development, Curriculum Design
Jeremiah T. Stark – ProQuest LLC, 2024
This study highlights the role and importance of advanced, machine learning-driven predictive models in enhancing the accuracy and timeliness of identifying students at-risk of negative academic outcomes in data-driven Early Warning Systems (EWS). K-12 school districts have, at best, 13 years to prepare students for adulthood and success. They…
Descriptors: High School Students, Graduation Rate, Predictor Variables, Predictive Validity
Tapas Sudan; Arjun Hans; Rashi Taggar – Interactive Technology and Smart Education, 2024
Purpose: The intricate dynamics of ChatGPT adoption among Indian students are discussed while exploring the factors outlined by Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). By assessing these factors, this study aims to unravel their impact on the behavioral intention to use ChatGPT. Design/methodology/approach: While evaluating…
Descriptors: Transformative Learning, Technology Uses in Education, Artificial Intelligence, Computer Software
Federica Picasso; Javiera Atenas; Leo Havemann; Anna Serbati – Open Praxis, 2024
The development of critical data and artificial intelligence (AI) literacy has become a key focus in current discussions in Higher Education, thus it is necessary to develop and advance capacity building, reflectiveness and awareness across disciplines to critically address the possibilities and challenges presented by data and AI. In this paper,…
Descriptors: Undergraduate Students, College Faculty, Artificial Intelligence, Data Collection
Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
Robby Hilmi Rachmadian; Alfyananda Kurnia Putra; Sumarmi Sumarmi; Heni Masruroh – International Journal of Learning Technology, 2024
Geography education usually faces the problem of a monotonous learning process. Therefore, educators constantly seek better teaching strategies to present interesting and enjoyable classes. The main objective of this study is to 'present learning technology to improve geoheritage understanding' through an open-access website powered by interactive…
Descriptors: Experiential Learning, Computer Simulation, Educational Media, Technology Uses in Education
Allyson P. Arserio; Elizabeth E. Biggs; Emily Holz – Journal of Early Intervention, 2024
Despite evidence for the usefulness of augmentative and alternative communication (AAC) for young children with complex communication needs (CCN), several barriers prevent children from accessing AAC intervention. This qualitative study is focused on understanding the lived experiences of parents accessing and learning how to use speech-generating…
Descriptors: Augmentative and Alternative Communication, Young Children, Parent Role, Experience
Alexandra Aster; Matthias Carl Laupichler; Saskia Zimmer; Tobias Raupach – Advances in Health Sciences Education, 2024
Serious games, as a learning resource, enhance their game character by embedding game design elements that are typically used in entertainment games. Serious games in its entirety have already proven their teaching effectiveness in different educational contexts including medical education. The embedded game design elements play an essential role…
Descriptors: Educational Games, Computer System Design, Health Services, Medical Services
Naile Canli; Devrim Höl – Journal of Theoretical Educational Science, 2024
This bibliometric study examines the research trends, productivity, publication, and citation patterns of positive psychology in the field of foreign/second language education by analyzing 137 documents retrieved from the Web of Science (WoS) database between 2012-2022. Data analysis was conducted using various scientometric software, including MS…
Descriptors: Bibliometrics, Second Language Learning, Second Language Instruction, Positive Attitudes

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