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Karim Shabani; Iman Bakhoda – Language Teaching Research Quarterly, 2024
The introduction of Vygotsky's sociocultural theory (SCT) into the second language (L2) domain provides a potential site to explore the mechanisms underlying L2 learners' cognitive modification and the transformation of social understanding into the personal one. This study provided a picture of L2 personalization in two groups of advanced and…
Descriptors: Sociocultural Patterns, Learning Theories, Second Language Learning, Second Language Instruction
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
David James Woo; Hengky Susanto; Chi Ho Yeung; Kai Guo; April Ka Yeng Fung – Language Learning & Technology, 2024
English as a foreign language (EFL) students' use of artificial intelligence (AI) tools that generate human-like text may enhance students' written work. However, the extent to which students use AI-generated text to complete a written composition and how AI-generated text influences the overall writing quality remain uncertain. 23 Hong Kong…
Descriptors: Artificial Intelligence, Writing Instruction, English Language Learners, English (Second Language)
Carol Edwards; Liz Hardie – Distance Education, 2024
There has been much interest in how to develop a sense of belonging to an academic institution over the last twenty years, given the evidence that this improves student retention, satisfaction and attainment. Fostering a sense of belonging involves both psychological and sociological aspects; students need to feel like they belong and are valued…
Descriptors: Sense of Community, Computer Mediated Communication, Computer Assisted Instruction, Interpersonal Relationship
Pedagogical Framework for Cultivating Children's Data Agency and Creative Abilities in the Age of AI
Juho Kahila; Henriikka Vartiainen; Matti Tedre; Eetu Arkko; Anssi Lin; Nicolas Pope; Ilkka Jormanainen; Teemu Valtonen – Informatics in Education, 2024
The integration of artificial intelligence (AI) topics into K-12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and…
Descriptors: Personal Autonomy, Data, Children, Creativity
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Kuo-Wei Kyle Lai; Hao-Jan Howard Chen – Interactive Learning Environments, 2024
Automatic speech recognition (ASR) technology affords language learners the ability to evaluate their pronunciation accuracy by comparing their intended spoken output with the transcribed text produced by ASR-based dictation applications. However, earlier dictation tools were criticized for producing low level recognition rates for non-native…
Descriptors: Computer Software, Computer Assisted Instruction, Technology Uses in Education, Assistive Technology
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Kaya, Sinan; Yaman, Deniz – Participatory Educational Research, 2022
This research aims to examine the privacy behaviors of university students on social networking sites. For this purpose, first of all, students' online privacy literacy (OPL) levels on social networking sites were determined. Then it was examined whether these levels differ according to students' gender, frequency of using social networking sites,…
Descriptors: Social Media, Privacy, Computer Mediated Communication, Measures (Individuals)
Wehrbein, William M. – Physics Teacher, 2022
Recognized as one of the most beautiful experiments of all time, the oil drop experiment performed by Robert Millikan and his graduate students (primarily Harvey Fletcher) is a standard in the repertoire of experiments performed by undergraduate physics students. However, "as a teaching lab it does not enjoy a good reputation for three…
Descriptors: Science Experiments, Science Laboratories, Undergraduate Students, College Science
Gönültas, Mesut – International Journal of Psychology and Educational Studies, 2022
The study aimed to reveal the prevalence of cyber bullying and victimization among university students and to analyze whether levels of cyber bullying and victimization in students can be differentiated according to the level of problematic Internet use. Moreover, the study intended to examine the relationships between gender, year level, and…
Descriptors: Bullying, Computer Mediated Communication, Victims, College Students
Coskun, Tugra Karademir; Deniz, Gül Fidan – International Journal of Technology and Design Education, 2022
In this study, the contribution of the 3D computer modeling to the twenty-first century's common competencies was evaluated from the perspective of secondary school students. The one-group post-test only design was used in the study. The instruments of the data collection process were an achievement test and a questionnaire developed by the…
Descriptors: 21st Century Skills, Secondary School Students, Educational Technology, Computer Graphics
Fu, Jun – Education, Citizenship and Social Justice, 2022
This paper explores the citizenship learning of Chinese young adults through examining their participation on Weibo (the biggest micro-blogging service in China). Interview data collected from 31 young mainland Chinese adults contained their reflections on their everyday online participation on Weibo. Using the theory of communities of practice,…
Descriptors: Citizenship Education, Teaching Methods, Foreign Countries, Learning Processes
Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2022
In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia materials on cognitive load, metacognitive judgments and learning outcomes. This study examines Augmented Reality Learning Environments (ARLE) and Virtual Reality Learning Environments (VRLE)…
Descriptors: Outcomes of Education, Interaction, Educational Environment, Cognitive Processes
Jia, Jiyou; He, Yunfan – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this study is to design and implement an intelligent online proctoring system (IOPS) by using the advantage of artificial intelligence technology in order to monitor the online exam, which is urgently needed in online learning settings worldwide. As a pilot application, the authors used this system in an authentic…
Descriptors: Artificial Intelligence, Supervision, Computer Assisted Testing, Electronic Learning

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