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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Reyna, Jorge; Hanham, Jose; Vlachopoulos, Panos; Meier, Peter – Research in Science Education, 2021
This study explored the self-regulation strategies and learning experiences of undergraduate science students completing Learner-Generated Digital Media (LGDM) assignments that had been implemented using a theory-driven, systematic approach. The rationale for using LGDM in science education is to facilitate student learning of complex scientific…
Descriptors: College Science, Undergraduate Students, Self Management, Educational Experience
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Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
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Selwyn, Neil – Research Papers in Education, 2022
Schools now face considerable pressure to be using educational data to inform decision-making and become more efficient. Key to this rise of the 'data-driven' school is the increased use of digital technologies -- with computer-based data processing fuelling hopes for the technology-driven 'smart schooling' and a general 'datafication' of…
Descriptors: Data Use, Decision Making, Computer Uses in Education, Foreign Countries
Scott Cameron; Lynda Ball; Vicki Steinle – Mathematics Education Research Group of Australasia, 2024
This paper reports changes in the extent to which a group of Year 11 students used a Computer Algebra System (CAS), pen-and-paper (P&P), or a combination of both, when solving routine problems across seven months in four different topics. Comparing the frequency of CAS use across topics shows students made greater use of CAS in the topics of…
Descriptors: Foreign Countries, High School Students, Grade 11, Mathematics Education
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White, E. Jayne; Rooney, Tonya; Gunn, Alexandra C.; Nuttall, Joce – Australasian Journal of Early Childhood, 2021
This paper reports from a pilot study investigating the ways digital documentation platforms are changing educators' work in early childhood education. Digital documentation platforms are secure websites or application software, enabled by computer, smartphone, or tablet technologies, allowing educators to record observations of children's…
Descriptors: Foreign Countries, Early Childhood Teachers, Computer Uses in Education, Documentation
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Kok-Sing Tang; Grant Cooper; Natasha Rappa; Martin Cooper; Craig Sims; Karen Nonis – Pedagogies: An International Journal, 2024
This paper explores the pedagogical potential of Generative Artificial Intelligence (GenAI) in secondary education through a dialogic approach to teaching, learning and assessment. It presents an ongoing action research project in collaboration with a high school in Western Australia, involving four teachers to integrate GenAI in their classrooms.…
Descriptors: Foreign Countries, Artificial Intelligence, Dialogs (Language), Inquiry
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Pegrum, Mark – Research-publishing.net, 2021
Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Educational Benefits
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Kearney, Matthew; Young, Kirsty; Burke, Paul F. – Journal of Special Education Technology, 2023
The aim of this study is to understand how mobile devices are being used to support students' learning (i.e., mobile learning) in specialist schools, and in specialist support units within mainstream schools. A validated survey instrument is used to examine these practices through the lens of a sociocultural digital framework that highlights…
Descriptors: Special Education Teachers, Telecommunications, Handheld Devices, Educational Technology
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Sangster, Alan, Ed.; Stoner, Greg, Ed.; Flood, Barbara, Ed. – Accounting Education, 2020
This paper presents a compilation of personal reflections from 66 contributors on the impact of, and responses to, COVID-19 in accounting education in 45 different countries around the world. It reveals a commonality of issues, and a variability in responses, many positive outcomes, including the creation of opportunities to realign learning and…
Descriptors: Accounting, Business Administration Education, COVID-19, Pandemics
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Page, Angela – Online Learning, 2022
It is widely recognised that the development of higher order thinking skills is a fundamental goal of higher education. There are a variety of online tools that assist the development of student higher order thinking. In this paper, a process of scaffolding for the writing of higher-order questions enabled through peer learning activities is…
Descriptors: Thinking Skills, Higher Education, Cooperative Learning, Skill Development
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Drewry, Rachel J.; Cumming-Potvin, Wendy M.; Maor, Dorit – Australian Journal of Teacher Education, 2019
This paper is based on a qualitative study examining multiliteracies (New London Group, 1996, 2000) and inclusivity. Underpinned by a socio-cultural approach, the study examined ways to facilitate meaningful literacy learning for students experiencing challenges in print-based, classroom activities. Key to this research was an analysis of how…
Descriptors: Multiple Literacies, Literacy Education, Scaffolding (Teaching Technique), Learning Modalities
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Vasudeva, Sanjay; Colthorpe, Kay; Ernst, Hardy; Lam, Kai Wei – International Journal of Mobile and Blended Learning, 2019
Learning occurs in many forms, and learning through mobile devices is becoming increasingly common in higher education. Potentially, there are many ways students may implement mobile learning to enhance learning, and this may be influenced by students' confidence and preferences. To identify mobile learning behaviours, biomedical students (n=189)…
Descriptors: Biomedicine, Handheld Devices, Computer Uses in Education, Undergraduate Students
Pearce, Jon; Kennedy, Gregor – Melbourne Centre for the Study of Higher Education, 2014
The "Learning and Teaching Initiative Grants" scheme has funded about 120 projects with an "eLearning" focus during the past three years. Project leaders from twenty-nine completed 2012/2013 projects were interviewed with an aim of ascertaining innovative ideas that were successful, and unsuccessful, and exploring ways in which…
Descriptors: Grants, Electronic Learning, Blended Learning, Computer Uses in Education
Symons, Duncan; Pierce, Robyn – Mathematics Education Research Group of Australasia, 2018
The current Australian Curriculum mandates that technology be utilised to support students to "investigate, create and communicate mathematical ideas and concepts" (ACARA, 2018). However, research reports suggest that use of digital technologies in Australian primary mathematics often focuses on the lower-order drilling of algorithms and…
Descriptors: Foreign Countries, National Curriculum, Alignment (Education), Problem Solving
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