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Fost, Joshua – Innovative Higher Education, 2013
In this article I describe software that facilitates "question-centric curricula" in which "big questions," rather than academic disciplines, are the primary means of organizing educational resources. To find these questions, the software scans course catalogs and extracts all sentences ending in a question mark. To find connections between…
Descriptors: College Curriculum, Organization, Information Technology, Semantics
Danka, Sandor – IAFOR Journal of Education, 2017
Is a smart phone a toy or a tool? Students cannot get enough of it -- after all, social media notifications and viral videos do take time to reflect on -- while teachers, quite understandably, are dismayed to see an excellent educational tool used purely for entertainment. This paper posits that these two concepts are not mutually exclusive. It…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Teaching Methods
Lang, Guido – Information Systems Education Journal, 2017
This paper introduces agile learning, a novel pedagogical approach that applies the processes and principles of agile software development to the context of learning. Agile learning is characterized by short project cycles, called sprints, in which a usable deliverable is fully planned, designed, built, tested, reviewed, and launched. An…
Descriptors: Teaching Methods, Computer Software, Student Projects, Undergraduate Students
Zengin, Yilmaz; Tatar, Enver – Educational Technology & Society, 2017
The aim of this study was to evaluate the implementation of the cooperative learning model supported with dynamic mathematics software (DMS), that is a reflection of constructivist learning theory in the classroom environment, in the teaching of mathematics. For this purpose, a workshop was conducted with the volunteer teachers on the…
Descriptors: Computer Software, Mathematics Instruction, Cooperative Learning, Educational Technology
Mann, Mark D. – Contemporary Issues in Education Research, 2017
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
Descriptors: Student Motivation, Computer Games, Learner Engagement, Programming
Peng, Jian-E.; Zhang, Li; Chen, Yumin – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2017
Willingness to communicate (WTC) in a second language class has been shown to be transient and situation-dependent. Previous studies mostly elicited data from learners' self-reports through interviews or diaries, and the data analyses were largely confined to the medium of language, marginalizing other semiotic resources such as gesture or…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Technology
Setiana, Henry; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected…
Descriptors: Study Habits, Student Motivation, Educational Games, Handheld Devices
Pihlap, Sirje – International Journal for Technology in Mathematics Education, 2017
Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…
Descriptors: Educational Technology, Computer Uses in Education, Mathematics Instruction, Grade 9
Wong, Wang-chan – Information Systems Education Journal, 2017
Systems Analysis and Design (SA&D) is the cornerstone course of a traditional information system curriculum. Conventionally, it is a sequence of two courses with the second course dedicated to the completion of a project. However, it has recently become more common to reduce the two-course sequence into one, especially for IS departments that…
Descriptors: Systems Analysis, Design, Blended Learning, Entrepreneurship
Lewis-Pierre, LaToya; Aziza, Khitam – Quarterly Review of Distance Education, 2017
The 21st century nurse is a forward-thinking individual who is expected to deliver holistic nursing care. Multigenerational learners are seeking degrees and the new Net generation learner will reflect the majority of the workforce. Thus, the integration of a multilevel interactive classroom is instrumental in facilitating the student's knowledge…
Descriptors: Nursing Education, Nursing Students, Death, Patients
Paney, Andrew S.; Buonviri, Nathan O. – Update: Applications of Research in Music Education, 2017
The purpose of this study was to identify pedagogical approaches to melodic dictation used by college music theory instructors at National Association of Schools of Music accredited institutions. Instructors (N = 270) from 45 states responded to an online survey targeting melodic dictation instruction in their freshman theory courses. Results…
Descriptors: Music Education, Teaching Methods, Music Theory, Music Teachers
Neill, Colin J.; DeFranco, Joanna F.; Sangwan, Raghvinder S. – European Journal of Engineering Education, 2017
Team projects are commonplace in software engineering education. They address a key educational objective, provide students critical experience relevant to their future careers, allow instructors to set problems of greater scale and complexity than could be tackled individually, and are a vehicle for socially constructed learning. While all…
Descriptors: Engineering Education, Computer Software, Cooperative Learning, Educational Strategies
Shen, Yide; Li, Lei; Zheng, Guangzhi; Guo, Rong – International Journal of Information and Communication Technology Education, 2017
Collaboration technologies play an increasingly important role in student teamwork in universities. With the proliferation of collaboration systems on the market and the wide range of features they offer, choosing an appropriate system can be an overwhelming task for college students. In this paper, the authors present an empirical study that…
Descriptors: Teamwork, Online Surveys, Student Attitudes, Weighted Scores
Peters, Mackenzie; Scott, Catherine – Science and Children, 2017
Computers, laptops, interactive whiteboards, and iPads make regular appearances in our daily lessons, but are they being used to their fullest potential? In an effort to use technology with students in a meaningful way, the authors incorporated a free app and online graphing resource into a second-grade lesson on the characteristics of a lake…
Descriptors: Technology Uses in Education, Grade 2, Computer Software, Elementary School Students
Nicholas, Maria; McKenzie, Sophie; Wells, Muriel A. – Journal of Education and Learning, 2017
When integrated within a holistic literacy program, phonics applications can be used in classrooms to facilitate students' self-directed learning of letter-sound knowledge; but are they designed to allow for such a purpose? With most phonics software applications making heavy use of image cues, this project has more specifically investigated…
Descriptors: Phonics, Computer Software, Computer Uses in Education, Elementary School Students

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