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Dunn, Julie; Balfour, Michael; Moyle, Wendy – Research in Drama Education, 2019
This paper reports on a mixed methods project entitled "Playful Engagement" aimed at improving the quality of life (QoL) of individuals living with dementia through engagement with two relational clowns. Analysis of the quantitative data was unable to identify QoL improvements, whilst the qualitative data revealed positive affective…
Descriptors: Quality of Life, Dementia, Older Adults, Psychological Patterns
Lamb, Kristen; Kettler, Todd – AERA Online Paper Repository, 2019
Imagination and creative self-efficacy (CSE) are important components of the creative process and outcomes but are rarely investigated together. To explore the relationship between personality factors, imaginative thinking, and CSE, survey responses were gathered from university students in a southwestern region in the United States (n = 1,731).…
Descriptors: Creativity, Self Efficacy, Personality Traits, Imagination
Dara Tafazoli – Online Learning, 2025
The burgeoning interest in integrating technology into language education has necessitated language teachers to enhance their competencies and literacies. Consequently, a pressing need arises for a framework tailored to meet teachers' evolving requirements. To address this imperative, I conducted two studies within two distinct teaching contexts.…
Descriptors: Computer Assisted Instruction, Language Teachers, Second Language Instruction, Instructional Development
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
Marcos Cabezas-González; Sonia Casillas-Martín; Ana García-Valcárcel Muñoz-Repiso – Journal of Social Studies Education Research, 2024
Digital competence, the ability to use and understand technology effectively, is fundamental in today's society. For this reason, several programs have been launched in recent years to develop and improve it. DigiCraft, an educational program of the Vodafone-Spain Foundation that aims to give Spanish children access to quality training in digital…
Descriptors: Digital Literacy, Technological Literacy, Skill Development, Elementary School Students
Project Tomorrow, 2024
In the 2023-24 Speak Up Research facilitated by Project Tomorrow®, 75% of high school students and 66% of middle school students say their principal use of technology in class is to complete an online quiz or assessment. While online testing provides many benefits to educators and schools in terms of efficiency and potentially greater access to…
Descriptors: Middle School Students, High School Students, Technology Uses in Education, Curriculum Development
Georgia Sowerby; Tabitha Millett – International Journal of Art & Design Education, 2024
In the studio, there are routines and rituals to be observed. One of those is making gesso. The quantities change each time and the ingredients vary, but the mechanical process remains the same: soak rabbit skin glue for 3 hours, double burner melt the glue, sieve in champagne chalk whiting, stir slowly, and tap the sides to remove air bubbles.…
Descriptors: Secondary School Curriculum, Secondary School Students, Secondary School Teachers, Art Education
Edwin Creely; Michael Henderson; Danah Henriksen; Renee Crawford – International Journal of Leadership in Education, 2024
Emerging research points to the importance of developing the capacities of teachers to help their students to be creative risk takers and to learn from productive failure. Facilitating this creative risk taking in learners has been shown to require expertise and a degree of risk taking on the part of both teachers and educational leaders. This…
Descriptors: Creativity, Risk, Failure, Productivity
Leiny Garcia; Miranda Parker; Mark Warschauer – Computer Science Education, 2024
Background and Context: Despite the growing initiatives in K-12 computer science (CS), there is a continued disparity in the participation of Latinx and multilingual students, a historically underrepresented group in computing. The inequitable participation may be understood by examining students' early development of CS attitudes. Objective: This…
Descriptors: Coding, Student Attitudes, Grade 4, Elementary School Students
Christina Tjandra – Canadian Modern Language Review, 2024
This study investigates the implications of engaging plurilingual children in creative multilingual placemaking practices on their language awareness and sense of belonging. Children participated in carefully designed class activities, engaging in tasks focused on reflecting on their own identities, the community's, and the neighbourhood's,…
Descriptors: Multilingualism, Creativity, Metalinguistics, Sense of Community
Wan-Chun Liao; Chien-Liang Lin; Shi-Jer Lou; Chih-Chao Chung – Innovations in Education and Teaching International, 2024
This study aimed to develop a maker spirit problem-based learning (PBL) innovation and entrepreneurship course and explore its impact on students' learning effectiveness. A mixed research method was adopted for this study, in which qualitative and quantitative data were collected for inductive analysis. The research subjects comprised 49 students…
Descriptors: Instructional Design, Entrepreneurship, Problem Based Learning, Course Descriptions
Daniel R. Porterfield – Johns Hopkins University Press, 2024
We live in an era of escalating, tech-fueled change. Our jobs and the skills we need to work and thrive are constantly evolving, and those who can't keep up risk falling behind. That's where college comes in. In "Mindset Matters," Daniel R. Porterfield advances a powerful new argument about the value of residential undergraduate…
Descriptors: Role of Education, Higher Education, Undergraduate Study, Self Efficacy
Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
Hassana Shuaibu – Childhood Education, 2024
Whether it is the poor quality of education, insufficient funds to access schooling, distance to schools, insecurity, or cultural norms, many children in Nigeria have been denied the opportunity to be educated. Despite the government's efforts to build schools and hire teachers, the factors responsible for the high numbers of out-of-school…
Descriptors: Foreign Countries, Access to Education, Educational Quality, African Culture