Publication Date
| In 2026 | 1 |
| Since 2025 | 225 |
| Since 2022 (last 5 years) | 765 |
| Since 2017 (last 10 years) | 795 |
| Since 2007 (last 20 years) | 798 |
Descriptor
Source
Author
| Zainuddin, Zamzami | 6 |
| Samuel Kai Wah Chu | 5 |
| Juho Hamari | 4 |
| Kitsadaporn Jantakun | 4 |
| Luiz Rodrigues | 4 |
| Thada Jantakoon | 4 |
| Wilk Oliveira | 4 |
| Adam Sales | 3 |
| Ahmed Tlili | 3 |
| Ashish Gurung | 3 |
| Diego Dermeval | 3 |
| More ▼ | |
Publication Type
Education Level
Location
| Indonesia | 29 |
| Spain | 28 |
| Turkey | 25 |
| Thailand | 21 |
| China | 20 |
| Malaysia | 20 |
| Brazil | 14 |
| Europe | 9 |
| Philippines | 9 |
| Saudi Arabia | 9 |
| Taiwan | 9 |
| More ▼ | |
Laws, Policies, & Programs
| Every Student Succeeds Act… | 1 |
| Individuals with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
Anna Åkerfeldt; Susanne Kjällander; Petra Petersen – Technology, Pedagogy and Education, 2024
In the following research review, 57 articles were analysed to get an insight into research in the field of computational thinking and programming in K-12. The results show that empirical research regarding programming and computational thinking is prevalent in the USA and Greece. The articles were published in 43 different academic journals. A…
Descriptors: Research Reports, Thinking Skills, Computation, Content Analysis
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
Haruna, Hussein; Abbas, Asad; Zainuddin, Zamzami; Hu, Xiao; Mellecker, Robin R.; Hosseini, Samira – Information and Learning Sciences, 2021
Purpose: This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment…
Descriptors: Educational Experience, Gamification, Learning Motivation, Secondary School Students
Rukthin Laoha; Wichittra Chomthong; Weerapa Pongpanich – Higher Education Studies, 2025
The integration of Artificial Intelligence (AI) into English as a Foreign Language (EFL) education has transformed teaching practices, necessitating a re-evaluation of teacher competencies in the digital age. This systematic review examines the intersection of AI technologies and EFL teachers' competencies, exploring how AI tools influence…
Descriptors: Artificial Intelligence, Technology Uses in Education, Second Language Instruction, English (Second Language)
Licorish, Sherlock A.; Lötter, Adriaan L. J. – Journal of Information Systems Education, 2022
Game-based Student Response Systems (GSRSs) are held to improve students' motivation, engagement, classroom dynamics, academic performance, and enjoyment. Kahoot! is one such tool which is touted for its effectiveness at enhancing pedagogy. There is uncertainty, however, around the specific circumstances under which GSRSs provide value. We address…
Descriptors: Audience Response Systems, Technology Uses in Education, Learner Engagement, Student Motivation
Perdomo, Bexi; Castillo, María del Carmen Llontop; Mas, Oscar – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2022
During the COVID-19 pandemic, one of the major concerns at the Universidad de Ciencias y Artes de América Latina (UCAL; the University of Sciences and Arts of Latin America) has been to keep offering high-quality education with effective teaching methodologies and creativity at its core. This article aims to describe and understand the use of…
Descriptors: COVID-19, Pandemics, College Faculty, Educational Technology
Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
Frank August von Heiland II – ProQuest LLC, 2021
An Evaluation of the Impact of the COVID-19 Pandemic on the Training and Education of Air Force Intelligence Surveillance and Reconnaissance (ISR) Airmen Trident University International 2021 This Doctoral Study evaluated the impact of the COVID-19 Pandemic on the training of U.S. Air Force (USAF) Intelligence Surveillance and Reconnaissance (ISR)…
Descriptors: Evaluation, COVID-19, Pandemics, Armed Forces
Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
Wu Xiaofan; Nagaletchimee Annamalai – Contemporary Educational Technology, 2025
This investigation utilized a phenomenological approach to investigate the experience of English language educators in employing artificial intelligence (AI) tools into English language learning. The study used purposive sampling and 20 participants were interviewed. The data analysis was guided by Bronfenbrenner's (1979) ecological systems…
Descriptors: Technology Uses in Education, Artificial Intelligence, Educational Technology, Second Language Learning
Mageswaran Sanmugam, Editor; Zuheir N. Khlaif, Editor; Wan Ahmad Jaafar Wan Yahaya, Editor; Zaleha Abdullah, Editor – Springer, 2025
This book explains how educators can use artificial intelligence in education to enhance student engagement and improve learning outcomes by sharing best practices for using AI to enhance learning quality and foster sustainable teaching. This book covers various topics related to the use of AI in education, from designing activities to using AI in…
Descriptors: Artificial Intelligence, Higher Education, Computer Uses in Education, Educational Innovation
Kreil, Jamie L.; Vanek, Jen – COABE Journal: The Resource for Adult Education, 2021
For nearly one year, the EdTech Center at World Education led a field test of the unique mobile app, Learning Upgrade. In this report, we share use scenarios and observations gleaned from this research in adult English speakers of other languages (ESOL) and basic education programs across the U.S. The field test helps us better understand how and…
Descriptors: Adult Education, English (Second Language), Adult Basic Education, Handheld Devices
Kathleen Ann Dilks – ProQuest LLC, 2021
Colleges across the country are looking to increase institutional enrollment with graduate-level offerings. Institutions of higher learning have a mission to educate, serve, and prepare all students personally and professionally. The documented need for well-trained student affairs professionals, student orientations, and appropriate services…
Descriptors: Graduate Students, Graduate Study, Self Esteem, Learner Engagement
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
Stefano Licchelli; Laura Barnett – Journal of Learning Development in Higher Education, 2023
Escape rooms are becoming prevalent in their use as a form of playful learning and gamification in higher education, often used for a multitude of purposes to enhance students' higher education learning experiences. Whilst studies have reported their valuable uses in a range of contexts, they have often focussed on undergraduates and fewer have…
Descriptors: Formative Evaluation, Virtual Classrooms, Gamification, Student Experience

Peer reviewed
Direct link
