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Mathias Mejeh; Livia Sarbach – Technology, Knowledge and Learning, 2025
Self-regulated learning (SRL) is an important aspect of successful knowledge acquisition. Adaptive learning technology (ALT) is a form of educational technology that can improve SRL by offering learners personalized and timely support. Despite the potential of ALT to support SRL, its integration into schools' pedagogical practices remains a…
Descriptors: Educational Technology, Technology Uses in Education, Individualized Instruction, Independent Study
Christopher N. Blundell – Professional Development in Education, 2025
Using digital technologies in teaching and learning is a complex endeavour, and mixed evidence of impact suggests further consideration of related professional learning and development (PLD) is needed. In this endeavour, and more broadly, there are growing calls to frame PLD as complex. Kathryn Strom and Kara Viesca proposed in 2021 a complex…
Descriptors: Technology Uses in Education, Faculty Development, Elementary School Teachers, Foreign Countries
Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
Federico Colecchia; Fabrizio Ceschin; David Harrison – International Journal of Technology and Design Education, 2025
It has been acknowledged that global challenges are in the way of delivering responsible innovation, as reflected in the Sustainable Development Goals -- a set of strategic objectives formulated by the United Nations General Assembly, to promote environmentally, societally, and economically-sustainable development. Design higher education has an…
Descriptors: Technology Uses in Education, Design, Higher Education, Sustainability
Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
Yao Wang; Yiting Zhao; Xin Tian; Jiachen Yang; Shijian Luo – International Journal of Technology and Design Education, 2025
This study aims to examine design students' intention towards using Artificial Intelligence-aided Design Tools (AIDTs). An extended model is developed by combining the affective-cognitive consistency theory with the Unified Theory of Acceptance and Use of Technology (UTAUT). Data are collected through online comments from Chinese streaming media…
Descriptors: Foreign Countries, Design, Student Attitudes, Intention
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Leisi Pei; Morris Siu-Yung Jong; Junjie Shang; Guang Ouyang – British Journal of Educational Technology, 2025
Cognitive load is a critical internal state associated with learners' learning process and significantly influences learning outcomes. With the worldwide popularity of video-based learning (VBL), tracking real-time cognitive load variations becomes more and more important for the timely provision of adaptive learning support during the learning…
Descriptors: Diagnostic Tests, Brain, Cognitive Processes, Difficulty Level
Erin Anderson; Brendan Calandra – International Journal of Designs for Learning, 2025
Mixed-reality simulations (MRS) are utilized in teacher preparation programs worldwide. While much of the literature concentrates on the effectiveness of interventions designed to train teachers, this design case outlines the various decisions involved in developing the intervention, including the selection of mixed-reality technology, employing…
Descriptors: Design, Computer Simulation, Educational Technology, Decision Making
Pernilla Sundqvist; Susanne Engström; Charlotta Nordlöf – Design and Technology Education, 2025
The materials and artefacts utilized by teachers and students play a crucial role in education. In a subject like technology, where many teachers feel they do not have sufficient competence, curriculum materials such as textbooks and teacher guides provide important support for teachers. Teacher guides, in particular, have the potential to support…
Descriptors: Guides, Grade 7, Grade 8, Grade 9
Liping Zhou; Arkom Sangiamvibool – International Journal of Education and Literacy Studies, 2025
This study explores the integration of Dong ethnic art and cultural characteristics in modern ceramic design education, aiming to promote the development of Dong ethnic art and culture through educational inheritance. The article first analyzes the current development status and challenges of modern ceramic design education, and summarizes the…
Descriptors: Folk Culture, Ethnic Groups, Cultural Influences, Ceramics
Jan Bamford; Elena Moschini – Higher Education Research and Development, 2025
This paper explores the use of a gamified digital intervention to build connected and relational spaces for students in higher education which reach beyond the places and spaces of the traditional learning environment. These informal learning spaces can be seen to facilitate the development of students' transferable skills. The project…
Descriptors: Gamification, Educational Technology, Technology Uses in Education, College Students
Umer Hameed; Mike Mimirinis – International Journal of Art & Design Education, 2025
This multiple case study aimed to investigate how digital reflective practice (DRP) influences the creative process of textile design students. Interviews were conducted with textile design instructors, heads of department, and students from four higher education textile design departments in Pakistan. The main themes elicited from the four case…
Descriptors: Studio Art, Design, Textiles Instruction, Foreign Countries
Tamara Handy; Elizabeth B. Kozleski; Emma Bene – Education and Information Technologies, 2025
During COVID, many students in the United States struggled to learn and develop through school-based online learning. Students with learning differences were particularly vulnerable (Kozleski, 2020). Intersectional differences compounded learner challenges through food, language and housing insecurities, as well as loss of household income. While…
Descriptors: Students with Disabilities, Special Needs Students, At Risk Students, Educational Technology