Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 9 |
Descriptor
Source
Author
Publication Type
Reports - Research | 7 |
Journal Articles | 6 |
Collected Works - Proceedings | 2 |
Speeches/Meeting Papers | 1 |
Education Level
Audience
Administrators | 1 |
Teachers | 1 |
Location
Japan | 2 |
Austria | 1 |
California | 1 |
Canada | 1 |
Chile | 1 |
Czech Republic | 1 |
Europe | 1 |
Ghana | 1 |
Hungary | 1 |
Indonesia | 1 |
Israel | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Program for International… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Rafner, Janet; Biskjaer, Michael Mose; Zana, Blanka; Langsford, Steven; Bergenholtz, Carsten; Rahimi, Seyedahmad; Carugati, Andrea; Noy, Lior; Sherson, Jacob – Creativity Research Journal, 2022
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most…
Descriptors: Creativity, Evaluation Methods, Video Games, Computer Assisted Testing
Jairo A. Navarrete-Ulloa; David M. Gómez; Llery Ponce; Felipe Munoz-Rubke; Pablo R. Dartnell – Journal of Numerical Cognition, 2025
Improving early mathematical competence is a major priority worldwide; thus, assessing early math abilities is critical. Although various international standardized instruments serve this purpose, their usage in underdeveloped countries is prohibitive due to their resource-intensive requirements. In this report, we explore the development of the…
Descriptors: Mathematics Skills, Mathematics Instruction, Preschool Children, Preschool Education
Avvisati, Francesco; Borgonovi, Francesca – Large-scale Assessments in Education, 2023
Written instructions seldom need to be read when playing videogames. Instead, gaming often involves early information foraging and expansive exploration behaviors. We use data from the Programme for International Student Assessment (PISA) to explore whether students who regularly play videogames (daily gamers) adopt behaviors that are typical of…
Descriptors: Video Games, Science Process Skills, Problem Solving, Discovery Learning
Andzik, Natalie R.; Gist, Corinne M.; Smith, Elle E.; Xu, Menglin; Neef, Nancy A. – Journal of Effective Teaching in Higher Education, 2019
The use of competitive games to increase classroom engagement has become common practice among many teachers and university professors. However, it is unclear if using games, as an assessment tool, is a viable way to increase student performance. This study examined the effects of administering point-earning quizzes through a game-based system,…
Descriptors: Learner Engagement, Evaluation Methods, Video Games, Undergraduate Students
Stupak, Oksana – Advanced Education, 2020
The introduction of educational technologies, which are developing at a rapid pace, requires professionalism and readiness of managers to implement the latest information technologies. Therefore, the use of electronic resources in the educational process in higher education can contribute both to developing professional skills and gaining the…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Educational Resources
Cutumisu, Maria – International Association for Development of the Information Society, 2017
This paper examines the impact of the informational value of feedback choices on students' performance, their choice to revise, and the time they spend designing posters and reading feedback in an assessment game. Choices to seek confirmatory or critical feedback and to revise posters in a poster design task were collected from a hundred and six…
Descriptors: Feedback (Response), Value Judgment, Evaluation Methods, Grade 8
Trace, Jonathan; Brown, James Dean; Rodriguez, Julio – CALICO Journal, 2018
This study examines how technology is perceived by different stakeholder groups in The Language Flagship programs. We administered questionnaires to three stakeholder groups: 14 directors, 34 instructors, and 100 learners at a variety of institutions with three goals: (a) to investigate what technologies the directors, instructors, and learners…
Descriptors: Stakeholders, Computer Assisted Instruction, Second Language Instruction, Administrator Attitudes
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
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 New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education