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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
Ramadhan Prasetya Wibawa; Hari Wahyono; Wahjoedi; Endang Sri Andayani – Educational Process: International Journal, 2025
Background/purpose: This study aimed to identify publication trends regarding the implementation of Project Based Learning (PjBL) in junior high schools over a specific period based on bibliometric data; To analyze the most frequently occurring keywords in the PjBL literature for junior high schools to understand the main research focus; To…
Descriptors: Student Projects, Active Learning, Program Effectiveness, Junior High School Students
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Simon Broek; Maria Anna Catharina Theresia Kuijpers; Judith Hilde Semeijn; Josje van der Linden – International Journal of Lifelong Education, 2024
Adults must continually learn to navigate the challenges of society and the job market. This lifelong learning is vital, particularly for vulnerable adults, and should be fostered in their living and working environment. In this article, we present a literature review exploring the conditions of conducive learning environments at meso-level, being…
Descriptors: Adult Learning, Lifelong Learning, Community Programs, Community Education
Wei-Ang Dai; Wei Xu; Qian-Wen Xing – Educational Technology Research and Development, 2025
In educational settings, gamified learning integrates a variety of game elements to improve the learning experience, but a thorough analysis comparing different combinations of these elements is sparse. This meta-analysis consolidated data from 182 effect sizes across 37 randomized or quasi-randomized trials to assess the impact of gamified…
Descriptors: Gamification, Game Based Learning, Program Effectiveness, Design
Counting-Focused Intervention Effects for Students with Mathematics Difficulty: A Research Synthesis
Syeda Sharjina Akther; Sarah R. Powell; Danielle O. Lariviere – Learning Disabilities Research & Practice, 2025
Counting is foundational to success with mathematics. In this synthesis, we analyzed 17 studies about counting-focused interventions for preschool and kindergarten students with mathematics difficulty or at-risk of mathematics difficulty. All interventions addressed several components of counting, including stable order, one-to-one correspondence,…
Descriptors: Computation, Mathematics Skills, Learning Problems, Mathematical Concepts
Arminda Suárez-Perdomo; Zuleica Ruiz-Alfonso – Electronic Journal of Research in Educational Psychology, 2024
Academic procrastination is a behaviour that delays the completion of tasks, time management or other academic activities. However, it is possible to develop interventions that eliminate or minimise this procrastinating behaviour. This study presents a systematic review of the literature following the PRISMA method guidelines, with the aim of…
Descriptors: Time Management, Student Behavior, Intervention, Behavior Modification
Wright, Gary W.; Park, Soonhye – Studies in Science Education, 2022
One response to a pedagogical shift towards student-centred and active learning approaches to promote student learning in STEM is the flipped classroom. However, there has been inconsistency in the design and implementation of the flipped classroom and its impact on student learning. This review systematically analysed 30 empirical studies on…
Descriptors: Flipped Classroom, Science Education, Mathematics Education, Elementary Secondary Education
Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
Marissa J. Filderman; Lisa Didion; Christy R. Austin; Blair Payne; Cindy Silvert; Jade Wexler – Reading Research Quarterly, 2025
Teacher professional development (PD) in reading is aimed at improving teachers' instructional practice and, in turn, positively impacting students' reading achievement. Findings from 25 studies included in this meta-analysis demonstrate that overall, reading PD produced significant, positive effects on teacher outcomes (g = 0.62). The overall…
Descriptors: Faculty Development, Reading Instruction, Program Effectiveness, Teaching Skills
Chevy van Dorresteijn; Dina Fajardo-Tovar; Natalie Pareja Roblin; Frank Cornelissen; Monique Meij; Joke Voogt; Monique Volman – Technology, Knowledge and Learning, 2025
Although much research has focused on factors that contribute to effective online education in higher education (HE), insights remain scattered. In this study, we provide a more holistic perspective on how to facilitate effective online HE by concurrently examining factors that were hitherto treated separately. In our meta-review, we synthesized…
Descriptors: Online Courses, Electronic Learning, Higher Education, Program Effectiveness
Mochamad Guntur; Yoppy Wahyu Purnomo – Online Learning, 2024
Self-regulated learning interventions influence students' learning outcomes in online and blended environments. A review of the literature about self-regulated learning strategies reveals both significant and non-significant effects on learning outcomes in online and blended environments. The aim of this study was to calculate the common effect…
Descriptors: Self Management, Online Courses, Blended Learning, Educational Technology
Freda Jia Xin Jong; Alvin Lai Oon Ng; Cheng Kar Phang; Safa Omran; Siew Li Teoh – Applied Cognitive Psychology, 2025
Mindfulness-based interventions (MBIs) are secular trainings shown to enhance cognitive function, but their effectiveness among tertiary students has not been critically evaluated. This review synthesized evidence from randomized controlled trials on the impact of MBIs on cognitive improvement in tertiary students. Databases including Medline and…
Descriptors: Metacognition, Intervention, College Students, Cognitive Ability
Eleftheria Siklafidou; Maya Satratzemi; Stelios Xinogalos – Journal of Computer Assisted Learning, 2025
Background: Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives: This paper presents a systematic literature review (SLR)…
Descriptors: Music Education, Game Based Learning, Teaching Methods, Musical Instruments
Ane Perosanz; Oscar Martínez; Néstor Roselli; Paula Pérez-Núñez; Samuel Anguiano; Juan Francisco López-Paz – American Journal on Intellectual and Developmental Disabilities, 2025
The present study is a systematic review of intervention programs designed to improve the socioemotional skills of children and adolescents with Prader-Willi syndrome (PWS). The search was conducted in the Web of Science and Pubmed databases following the PRISMA guidelines. A total of six studies made up the final sample and were organized based…
Descriptors: Genetic Disorders, Intervention, Interpersonal Competence, Emotional Response

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