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Robert L. Moore; Sophia Soomin Lee; Amanda Taylor Pate; Amanda J. Wilson – Distance Education, 2025
This systematic review synthesizes 14 peer-reviewed studies from 2015 to 2023, focusing on the assessment methods and delivery of digital microcredentials. Microcredentials provide specialized, focused content and recognize professional learning or competency in specific skills. This paper defines digital microcredentials as those offered in an…
Descriptors: Literature Reviews, Microcredentials, Evaluation Methods, Program Evaluation
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Michelle Hock; Tonya R. Moon; Coby V. Meyers – Journal of Teacher Education, 2025
Because data-informed decision-making (DIDM) can help teachers meet diverse learners' needs (van Geel et al., 2016), educator preparation programs (EPPs) must ensure that preservice teachers (PSTs) develop the data literacy skills needed for effective data use. However, little is known about the ways in which EPPs work towards building PSTs' data…
Descriptors: Preservice Teachers, Data Use, Decision Making, Preservice Teacher Education
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Mark Prendergast; Annette Forster; Niamh O'Meara; Kathy O'Sullivan; Fiona Faulkner – Irish Educational Studies, 2025
Despite the clear and obvious need for adults to be proficient in numeracy, international studies suggest that many continue to struggle in this area. In Ireland, one of the main challenges continues to be the availability of effective adult numeracy education. This is a diverse sector, and little is known about the varied provision of adult…
Descriptors: Adult Education, Numeracy, Faculty Development, Adult Educators
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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
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Tiffany-Anne M. Elliott – Assessment Update, 2025
The robust body of literature on the benefits of tutoring services clearly indicates a strong correlation between tutoring and student success. The students who most need tutoring, however, are least likely to utilize it. Because of this challenge, a writing center serving a medium-sized Midwestern community college explored how implementing…
Descriptors: Community Colleges, Writing (Composition), Laboratories, Pilot Projects
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Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
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Ágústa Á. Arnardóttir; Laufey Á. Guðmundsdóttir; Dagmar Kr. Hannesdóttir; Freyr Halldórsson; Helga Auðardóttir; Berglind Sveinbjörnsdóttir – Journal of Autism and Developmental Disorders, 2025
Purpose: Social skills difficulties among children on the autism spectrum can impede social, emotional, and academic development, especially with increasing age and social demands. This pilot study examined the efficacy of a 5-week skill-building program for children on the autism spectrum. Although effective social skills programs are available…
Descriptors: Pilot Projects, Program Evaluation, Friendship, Interpersonal Competence
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Ashley N. Dibbs; Jennifer Zoller; Chelsie Huseman; Scott Cummings – Journal of Extension, 2025
Competitive judging teams are valued forms of extracurricular learning tools for many youth students. Unfortunately, unless individuals have direct involvement in these programs the benefits often go unnoticed and undocumented. A survey was designed to assess self-perceived life skill development from current and past horse judging participants,…
Descriptors: Program Evaluation, Skill Development, Daily Living Skills, Youth Programs
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Marios Pittalis; Ute Sproesser; Eleni Demosthenous; Eleni Odysseos – Education and Information Technologies, 2025
The aim of this study was to develop, implement, and evaluate an intervention program focusing on developing Grade 5 and 6 students' functional thinking. The innovative aspect lies in addressing simultaneously various aspects of function--input--output, covariation, correspondence, and object--in terms of manipulating tasks that involve functional…
Descriptors: Grade 5, Grade 6, Thinking Skills, Mathematics Instruction
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Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Amy Anderson; Julia Pryce; Wendy de los Reyes; Rachel Bennett; Michael Garringer – MENTOR: National Mentoring Partnership, 2025
For many years, those who work in the mentoring field have wondered how they can extend the impact of their programs beyond the benefits experienced by young people they serve. There has been an increasing desire within our field to harness the power of mentoring to enable the youth served in a program to not just grow individually, but to…
Descriptors: Mentors, Participatory Research, Youth Programs, Program Evaluation
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P. van der Merwe; Owen Gohori; Philip Vosloo – Journal of Adventure Education and Outdoor Learning, 2025
Adventure Gap year programmes are becoming popular globally but there is still little research on their contribution to the development of soft skills of the participants. Using the Beyond Adventure Structured Adventure Gap Year Programme in South Africa, this study used a qualitative research approach where semi-structured interviews were…
Descriptors: Soft Skills, Adventure Education, Student Attitudes, Educational Experience
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William T. Story; Rima A. Afifi; Alyssa Clayden; Denis Hatungimana; Bikere E. Ikoba; Allexis Mahanna; Katherine Ottman; Melissa Sharer; Tiffany Stoner-Harris; Amy Weismann; Brandon A. Kohrt – Health Education & Behavior, 2025
Community-engaged approaches to addressing mental health concerns have reduced health inequities experienced by refugee communities. Problem Management Plus (PM+)--a brief psychological intervention developed by the World Health Organization--has shown effectiveness in improving mental health and well-being of adults experiencing distress. This…
Descriptors: Refugees, Mental Health, Community Programs, Intervention
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Laura Santos; Silvia Annunziata; Alice Geminiani; Alessia Ivani; Alice Giubergia; Daniela Garofalo; Arianna Caglio; Elena Brazzoli; Rossella Lipari; Maria Chiara Carrozza; Emilia Ambrosini; Ivana Olivieri; Alessandra Pedrocchi – Review Journal of Autism and Developmental Disorders, 2025
Robotic therapies are receiving growing interest in the autism field, especially for the improvement of social skills of children, enhancing traditional human interventions. In this work, we conduct a scoping review of the literature in robotics for autism, providing the largest review on this field from the last five years. Our work underlines…
Descriptors: Robotics, Autism Spectrum Disorders, Intervention, Program Effectiveness
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Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
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