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Zhicheng Mao; Icy Lee – RELC Journal: A Journal of Language Teaching and Research, 2024
Although a surfeit of research has investigated the technicality and efficacy of feedback, much less attention has been directed towards student engagement with written feedback. In second-language writing scholarship, student engagement is considered the linchpin that connects feedback provision with learning outcomes and is crucial for feedback…
Descriptors: Learner Engagement, Feedback (Response), Writing (Composition), Second Language Learning
Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
Wong Sing Yun; Sarimah Surianshah – International Journal of Technology in Education, 2024
The emergence of innovative artificial intelligence (AI) technologies, such as ChatGPT, which was just released in November 2022, has the potential to significantly transform the current state of education. Put another way, learning is changing as a result of chatbots' personalized assistance, group discussions and collaborations, evaluations of…
Descriptors: Bibliometrics, Computer Software, Artificial Intelligence, Technology Uses in Education
Samawi, Fadi Soud; Al-kreimeen, Raed Ahmad – Journal of Educators Online, 2022
The present study seeks to provide an overview of online learning, the concerns of remote teaching, the challenges facing online teaching, and the strategies that might be adopted to enhance students' engagement in the educational process. The study found that effectiveness, quality, engagement, costs, and equity were the most reported concerns…
Descriptors: Distance Education, Learner Engagement, Barriers, Electronic Learning
Devinta Puspita Ratri; Utami Widiati; Indri Astutik; Peggy Magdalena Jonathans – Pegem Journal of Education and Instruction, 2024
As a response to the status of English as an international language and lingua franca, the integration of local culture now becomes a new trend of teaching English, particularly in outer-circle countries. This review study is intended to give a better understanding of current practices of local culture integration in ELT and its impacts on…
Descriptors: Culturally Relevant Education, English (Second Language), Second Language Learning, Student Attitudes
Firat Kilavuz – Pedagogical Research, 2024
Flipped learning is an educational method that utilizes technology to provide instruction outside regular class hours, enhancing student engagement and learning outcomes. Bibliometric studies have been increasingly used to assess the status of research in a field. However, no study has explored research trends in implementing the flipped classroom…
Descriptors: Educational Research, Educational Trends, Flipped Classroom, Program Implementation
Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
Gökhan Hiniz; Özgür Çelik – Language Awareness, 2025
Student engagement research in the field of English language teaching (ELT) has substantially increased in recent years. However, there is a research gap concerning the up-to-date analysis of the current state of student engagement research in ELT. This study aims to provide a comprehensive overview of the historical evolution of trends in…
Descriptors: Bibliometrics, Learner Engagement, English (Second Language), Second Language Learning
Danielle Phelan; Helen Maguire; Clare Finnegan – European Journal of Education, 2025
To date, much of the research on UDL has focussed on higher education, with a dearth of research surrounding UDL within secondary education. This study aimed to identify the application of the principles of UDL embedded in subjects in secondary education worldwide. The PRISMA ScR methodological framework was employed, and numerical summaries and…
Descriptors: Access to Education, Educational Principles, Intellectual Disciplines, Secondary Education
Ruth French – Qualitative Research Journal, 2025
Purpose: The aim of this paper is to explain key aspects of teaching and learning relevant to sustaining literacy development beyond the early years of schooling, including effective teaching of more complex texts. The paper takes as its point of departure Touchstone 9 of the Foundation Touchstones promoted by the Foundation of Learning and…
Descriptors: Literacy, Sustainability, Psychological Patterns, Difficulty Level
Elissavet Papageorgiou; Jacqueline Wong; Qinyi Liu; Mohammad Khalil; Annoesjka J. Cabo – Educational Psychology Review, 2025
Undergraduate mathematics education is essential for building a foundation for success in various scientific disciplines. Curriculum reforms in mathematics education have emphasized the need for cultivating learning skills that depend on effective student engagement (SE). Consequently, there has been growing research on the mechanisms that…
Descriptors: Learner Engagement, Undergraduate Students, College Mathematics, Mathematics Education
Vrcelj, Ana; Hoic-Božic, Nataša; Dlab, Martina Holenko – International Journal of Educational Methodology, 2023
Gamification in education refers to the application of game design elements and game principles in teaching with the goal of increasing students' motivation and engagement, which contributes to more successful achievement of learning outcomes. Gamification can be used in education at different levels, from primary and secondary schools to…
Descriptors: Gamification, Elementary Education, Secondary Education, Literature Reviews
YunLin Sun; XingYu Zhao; XiaoMing Li; FengQiong Yu – Cogent Education, 2023
Increasing attention has recently been paid to the flipped classroom (FC) due to advancements in information technology. Self-efficacy plays a crucial role in the learning effect of students. However, the impact of flipped classrooms on students' self-efficacy remains uncertain. In this study, we have developed a theoretical framework focusing on…
Descriptors: Teaching Methods, Flipped Classroom, Self Efficacy, Meta Analysis
Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games