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Magdalena Julia Wicher; Elisabeth Frankus – Learning Organization, 2024
Purpose: This paper aims to look at the implementation of project-funded research governance and its potential to induce organisational learning on responsible research and innovation (RRI). This paper analysed what types of organisational learning and change can take place within organisations of an Europe-funded project and to what extent. This…
Descriptors: Research Administration, Governance, Organizational Learning, Responsibility
Gabriela Pleschová – International Journal for Academic Development, 2024
This paper discusses a sustained effort to introduce and make richer educational development opportunities for colleagues in Slovakia: a community that has common experiences, needs, expectations, access to opportunity and social interactions that follow mutual interest. In this paper, I reflect on the challenges and lessons learnt over two…
Descriptors: Foreign Countries, Educational Development, Scholarship, Instruction
Mongkolchai Tiansoodeenon; Poonlarp Prasongngern – Higher Education Studies, 2025
This study aims to investigate the effects of implementing active learning activities through an interactive learning platform, ClassPoint, to improve the English vocabulary, grammatical retention, and motivation of Thai undergraduate students in the field of hotel and tourism. The one-group pretest-posttest research design was used. The…
Descriptors: Active Learning, English (Second Language), Second Language Learning, Second Language Instruction
Flávia Lucena Barbosa; Jairo Eduardo Borges-Andrade – Journal of Workplace Learning, 2024
Purpose: This study aims to investigate the impact of Hofstede's six national cultural dimensions on informal learning behaviors (ILBs) and how they moderate the prediction of these behaviors by workplace interaction (WI), autonomy (WA) and readiness to learn (RtL). Design/methodology/approach: Cultural scores were extracted from The Culture…
Descriptors: Informal Education, Cultural Context, Nationalism, Learning Processes
Fei Ping Por; Christina Sook Beng Ong; Siew Keow Ng; Arathai Din Eak – Interactive Technology and Smart Education, 2025
Purpose: The psychological theory of self-determination postulated that gamification enhances learning engagement by intrinsically motivating learners to undertake tasks spontaneously. Gamification has then been integrated into adult learning as part of the initiative of learner-centred pedagogies to curb the low retention rates of adult learners…
Descriptors: Bibliometrics, Gamification, Adult Learning, Student Centered Learning
Natalie Evans; Armin Schmolmueller; Margreet Stolper; Giulia Inguaggiato; Astrid Hooghiemstra; Ruzica Tokalic; Daniel Pizzolato; Nicole Foeger; Ana Marušic; Marc van Hoof; Dirk Lanzerath; Bert Molewijk; Kris Dierickx; Guy Widdershoven on – Research Ethics, 2024
Universities and other research institutions are increasingly providing additional training in research integrity to improve the quality and reliability of research. Various training courses have been developed, with diverse learning goals and content. Despite the importance of training that focuses on moral character and professional virtues,…
Descriptors: Research Training, Ethics, Integrity, Higher Education
Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning
Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
Hugo-Henrik Hachem; Fredrik Heintz – International Journal of Lifelong Education, 2024
AI's opportunities and potential high-risk consequences for individuals and societies render mass AI literacy imperative. MOOCs are one effective conduit for its provision. However, MOOCs remain epistemologically one-sided when lifelong learning steadily shifts towards a reflexive epistemology whereby subjectivities and expert knowledge intersect,…
Descriptors: Artificial Intelligence, MOOCs, Technological Literacy, Reflection
Julio Navio-Marco; Luis M. Ruiz-Gómez; Raquel Arguedas-Sanz; Carmen López-Martín – Interactive Learning Environments, 2024
The rise of the student as prosumer (producer-consumer) of educational content is a novel development that has hitherto been the subject of very little research, especially in relation to the generation of digital contents and materials for online and hybrid education in particular. This article analyses whether there are patterns of behaviour and…
Descriptors: Foreign Countries, Higher Education, Blended Learning, Behavior Patterns
Marc Burchart; Joerg M. Haake – IEEE Transactions on Learning Technologies, 2024
In distance education courses with a large number of students and groups, the organization and facilitation of collaborative writing tasks are challenging. Teachers need support for planning, specification, execution, monitoring, and evaluation of collaborative writing tasks in their course. This requires a collaborative learning platform for…
Descriptors: Writing Instruction, Distance Education, Large Group Instruction, Learning Management Systems
Sidra Noreen; Zafar Iqbal – European Education, 2025
The present paper sought to offer a theoretical perspective on the social practice approach (SPA) in adult literacy since its conceptualization in the early 1980s. It aims to provide a holistic understanding of SPA by examining its objectives, development, and practical applications. The analysis highlights how the SPA differs from traditional…
Descriptors: Adult Literacy, Literacy Education, Futures (of Society), Holistic Approach
McLean, Leroy – ProQuest LLC, 2023
The main purpose of this action research study was to understand the most appropriate methods to replicate expertise and expert performance in an ever-changing and dynamic global organization. It was also meant to empower team members in becoming more decisive experts within their respective fields/domains. In this study, ten (10)…
Descriptors: Expertise, Information Technology, Foreign Countries, Video Technology
Hans G. K. Hummel; Aad Slootmaker; Jeroen Storm – Interactive Learning Environments, 2023
Entrepreneurship is crucial for economic growth and employment, but conventional didactical approaches appear ineffective. Effective approaches should include experiential learning from real problems. The serious game under study was developed in the context of entrepreneurship training for construction workers (at European Quality Framework…
Descriptors: Educational Games, Entrepreneurship, Construction Industry, Instructional Design
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education