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Osamah Mohammad Ameen Aldalalah; Yousef Wardat; Ali Abdul Hadi Al-Omari; Raed Mahmoud Khodair – Contemporary Educational Technology, 2025
The study aims to examine the effectiveness of interactive digital content based on the technological pedagogical content knowledge framework (TPACK) model in developing the skills of educational aids production and enhancing cognitive achievement among early childhood students at Jadara University. The researcher relied on the quasi-experimental…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Skill Development, Early Childhood Education
Thiyaporn Kantathanawat; Natarika Thongsomnuek; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose. The increasing prevalence of digital tools in education necessitates models that enhance students' metacognitive skills. Despite this need, limited research exists on structured pedagogical approaches to foster metacognition within digital learning contexts. This study aimed to develop and evaluate the Cognitive Innovation…
Descriptors: Educational Technology, Technology Uses in Education, Metacognition, Skill Development
Edgar Omar López-Caudana; Paloma Suarez-Brito; Jose Jaime Baena-Rojas – Educational Process: International Journal, 2025
Background/purpose: This study aimed to investigate teachers' perceptions of using advanced technological tools, specifically the NAO robot, in co-teaching settings to enhance class development and promote complex thinking in higher education. Complex thinking is a crucial skill in higher education, enabling students to effectively address and…
Descriptors: Robotics, Teacher Attitudes, Educational Technology, Technology Uses in Education
Catherine E. Draper; Caylee J. Cook; Elizabeth A. Ankrah; Jesus A. Beltran; Franceli L. Cibrian; Kimberley D. Lakes; Hanna Mofid; Lucretia Williams; Gillian R. Hayes – Infant and Child Development, 2025
To address the need for interventions targeting social emotional development and mental health of young children in South Africa, the "Mazi Umntanakho" ('know your child') digital tool was co-designed, and piloted with caregivers and 3-5-year-old children involved in home visiting programmes promoting early childhood development. The aim…
Descriptors: Foreign Countries, Intervention, Social Development, Emotional Development
María José Ibáñez Ayuso – Journal of Learning for Development, 2025
Micro-credentials have gained significant interest due to their potential to create flexible learning pathways and offer real-time, up-to-date training for the rapidly evolving labour market. Additionally, international organisations have highlighted their capacity to elevate the value of non-formal education and foster inclusive higher education…
Descriptors: Microcredentials, Labor Market, International Organizations, Labor Force Development
Daniel J. Shevock; Jacob Holster – Action, Criticism, and Theory for Music Education, 2025
The current paper utilizes the Model for Convivial Tools to assess the advantages and disadvantages of adopting generative artificial intelligence (AI) tools, like ChatGPT, in music classrooms. This model brings to the fore the potential of ChatGPT to affect community, instigate environmental harms, advance access and ease, and support agency.…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Music Education
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
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Daisyane Barreto; Sheri Conklin – Impacting Education: Journal on Transforming Professional Practice, 2025
Program alignment with professional standards ensures that students gain competency-based skills that can be transferred to the workplace environment. Employers continue to place a greater value on these skills. Establishing curriculum alignment with professional standards can assist with annual program evaluations, student learning outcomes, and…
Descriptors: Standards, Alignment (Education), Curriculum Development, Graduate Study
Violeta Rosanda; Ivan Bratko; Mateja Gacnik; Vid Podpecan; Andreja Istenic – British Journal of Educational Technology, 2025
Our research aims to examine the effectiveness of introducing social robots as educational technology within authentic classroom activities without modifying them to be designed for a robot. We chose as test subject the fifth-grade curricular topic "The role of technology and its impact on society", meeting the critical stage of moral…
Descriptors: Elementary School Curriculum, Elementary School Students, Elementary School Teachers, Artificial Intelligence
Chinaza Uleanya; Suraiya R. Naicker – Leadership and Policy in Schools, 2025
This study explored a future-fit scoping review from the perspective of leadership in schools within the context of Africa. A qualitative method was adopted for the study following a search of four databases, using specific key terms. Sequel to the search, articles were retrieved, coded and thematically analyzed. The findings of the study showed…
Descriptors: Foreign Countries, School Administration, Instructional Leadership, Educational Innovation
Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Seyedeh Toktam Masoumian Hosseini; Karim Qayumi; Ata Pourabbasi; Elnaz Haghighi; Babak Sabet; Alireza Koohpaei; Zahra Shafiei; Mohsen Masoumian Hosseini; Parniya Nemati – Discover Education, 2025
Background: This study aims to explore the diverse applications of contemporary technological innovations in education and to propose effective strategies for their integration into the curriculum, addressing the complexities and collaborative efforts required for meaningful learning experiences. Methods: This systematic review examines the…
Descriptors: Technology Integration, Educational Technology, Artificial Intelligence, Computer Simulation
Joohi Lee; Sham'ah Yunus; Joo Ok Lee – Early Childhood Education Journal, 2025
Robotics has emerged as a popular interdisciplinary pedagogical approach in the field of education to teach children STEM concepts. By providing playful learning experiences, the use of robots engages children in an active learning process, making it an effective tool to promote their targeted knowledge, skills, and disposition towards STEM,…
Descriptors: Preschool Children, Preschool Education, Programming, Skill Development