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Lia Laela Sarah; Greg Shaw; Andi Suhandi; Ida Kaniawati; Mubiar Agustin – Science Education International, 2025
In science education, educators frequently encounter the challenges of inadequate resources, equipment, and pedagogical strategies when planning and executing science projects in classrooms. To address this pervasive issue, forty-one science teachers participated in a training workshop to acquire expertise using Arduino microcontrollers and…
Descriptors: Science Education, Blended Learning, Science Teachers, Faculty Development
Sirin Küçük-Avci; Özcan Erkan Akgün; Fatime Balkan-Kiyici – Education and Information Technologies, 2024
This study aimed to juxtapose the impacts of the Problem-Based Learning (PBL) methodology implemented within a three-dimensional (3D) virtual environment against PBL in a conventional face-to-face setting, along with a control group, on students' learning performance, conceptual comprehension, and spatial aptitude. The investigation concentrated…
Descriptors: Problem Based Learning, Educational Technology, Electronic Learning, In Person Learning
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
Daniel Adeboye; Desmond W. Govender; Irene Govender – International Society for Technology, Education, and Science, 2024
Students naturally have a phobia for STEM subjects which leads to poor performance in these subjects. The reason for this is varied but can be associated with the teaching approach. As an improvement on the traditional teaching method and the earlier technology-enabled teaching methodologies, using the affordances of technology to effectively…
Descriptors: STEM Education, Intervention, Learning Activities, Elementary School Students
Long He – ProQuest LLC, 2023
Achieving an in-depth understanding of unfamiliar science concepts has been found to be difficult when learners can not index science language to relevant sensorimotor experiences. Ongoing research in embodied cognition highlights the importance of relevant sensorimotor experiences in understanding and learning new information. Aiming to foster…
Descriptors: Computer Simulation, Learning Activities, Instructional Design, Instructional Effectiveness
Florence M. Olifant; Madoda P. Cekiso; Naomi Boakye – Reading & Writing: Journal of the Literacy Association of South Africa, 2023
Background: In the education sector, technologies are (or can be) repurposed in the Fourth Industrial Revolution (4IR) to facilitate teaching and learning. However, this shift may impact on learners' access to reading materials and reading motivation. Objectives: The aim of the study was to determine whether Grade 8 English First Additional…
Descriptors: Industrialization, Instructional Materials, Reading Materials, Reading Motivation
Natalie Brezack; Wynnie Chan; Mingyu Feng – Grantee Submission, 2024
This paper explores how learning analytics data provided by a math problem-solving educational technology platform informed 5th and 6th grade teachers' instructional decisions around socioemotional learning (SEL). MathSpring is an educational technology tool that provides teachers with data on students' effort, progress, and emotions while…
Descriptors: Social Emotional Learning, Mathematics Instruction, Teacher Attitudes, Comparative Analysis
Echeverria, Vanessa; Yang, Kexin; Lawrence, LuEttaMae; Rummel, Nikol; Aleven, Vincent – IEEE Transactions on Learning Technologies, 2023
Combining individual and collaborative learning is common, but dynamic combinations (which happen as-the-need arises, rather than in preplanned ways, and may happen on an individual basis) are rare. This work reports findings from a technology probe study exploring alternative designs for classroom co-orchestration support for dynamically…
Descriptors: Man Machine Systems, Artificial Intelligence, Cooperative Learning, Educational Technology
Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
Carolien A. N. Knoop-van Campen; Joep van der Graaf; Anne Horvers; Rianne Kooi; Rick Dijkstra; Inge Molenaar – Journal of Computer Assisted Learning, 2024
Background: Even though monitoring and control enactment are key aspects of self-regulated learning (SRL), Adaptive learning technologies (ALTs) may reduce the need for learners to monitor and control their learning. Personalized dashboards are effective in supporting learners' monitoring and can potentially support control behaviour. Allowing…
Descriptors: Elementary School Students, Grade 5, Educational Technology, Technology Uses in Education
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Cirkony, Connie; Tytler, Russell; Hubber, Peter – Educational Technology Research and Development, 2022
Inquiry-based representation-focused approaches in science education have shown promising outcomes when students engage in knowledge building via an active process of constructing, coordinating, and evaluating representations. To date, much of the existing research around these approaches has taken place in pre-digital classrooms, but the…
Descriptors: Science Education, Science Instruction, Inquiry, Active Learning
Samantha G. Daley; Michelle E. Heckman; Rebecca L. Rosen; Halil I. Sari – Journal of Early Adolescence, 2025
The COVID-19 pandemic resulted in dramatic changes to the experiences of school for young people around the world as youth and adults navigated changes to instructional format and means of engaging in teaching and learning. School connectedness during the pandemic served a potentially protective role for adolescents during this uncertain time. In…
Descriptors: COVID-19, Pandemics, Student Attitudes, Interpersonal Relationship
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)