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John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Jennifer Annette Cottrell; Robert Alex Smith; Audra I. Classen – Journal of Special Education Technology, 2024
Online instructional delivery has always been viewed as beneficial due to its flexibility in settings and times, but the COVID-19 pandemic produced an essential need for the ability to engage in learning without direct contact with others. For students with Autism Spectrum Disorder and Intellectual Disability (ASD and ID) who have extensive…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Intellectual Disability, Video Technology
James Paul Gee; Qing Archer Zhang – Phi Delta Kappan, 2024
The landscape of writing is evolving in the era of generative AI. James Paul Gee introduces the concept of "cybersapien writing literacy," which emphasizes a synergistic partnership between humans and AI. He outlines four essential types of writing and discusses their potential benefits for personal growth, critical thinking, and…
Descriptors: Writing Skills, Artificial Intelligence, Intelligent Tutoring Systems, Reflection
Esra Kizilay; Nagihan Tanik Önal; Asli Saylan Kirmizigül – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
This study presents a rollercoaster activity including virtual reality and following the six-steps engineering design process. In the study, a real-life problem involving a rollercoaster accident was given to 12 pre-service science teachers first. The participants were then asked to imagine, plan, create, and test a rollercoaster without an…
Descriptors: STEM Education, Learning Activities, Computer Simulation, Educational Technology
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Jim Astrove – Montessori Life: A Publication of the American Montessori Society, 2024
Technology offers a new set of challenges for Montessori educators, as there are concerns of how freedom within limits can best be applied to technology use and how boundaries can be set for safety while not extinguishing children's natural curiosity. For students to have a comprehensive and meaningful understanding of technology and its benefits…
Descriptors: Family School Relationship, Montessori Schools, Technology Uses in Education, Technology
Madhav Sharma; Andy Bowman – Journal of Information Systems Education, 2025
"Not only SQL" (NoSQL) databases have become widespread across organizations, enabling sophisticated, data-driven applications to be highly available, distributed, and cloud-based, such as e-commerce, social media, online multiplayer games, and video streaming. However, NoSQL is still sparsely found in MIS and analytics curricula. This…
Descriptors: Educational Technology, Technology Integration, Databases, Data Analysis
Hunt, Tiffany; Carter, Richard; Yang, Sohyun; Zhang, Ling; Williams, Mia – Journal of Special Education Technology, 2022
Given the complex roles of special educators, it is important that they be offered tailored professional development (PD) opportunities. Unfortunately, most PD tends to occur in "sit-and-get" formats, with generalized content that may or may not meet the needs of attendees. Districts are starting to investigate the use of…
Descriptors: Special Education Teachers, Faculty Development, Educational Technology, Technology Uses in Education
Douglas H. Clements; Shannon S. Guss; Julie Sarama; Daniela Alvarez-Vargas – Grantee Submission, 2024
Mathematics is a core component of cognition. Unfortunately, most young children and teachers cannot access research-based early childhood mathematics resources. Building on a quarter-century of research, we are developing and evaluating an innovative, integrated, intelligent, and interactive system of technologies based on empirically validated…
Descriptors: Technology Uses in Education, Early Childhood Education, Elementary Education, Educational Technology
Sri Hermawati Dwi Arini; Tuti Tarwiyah Adi – International Association for Development of the Information Society, 2024
In the current era of Society 5.0, technology is being used to enhance the quality of human life. This concept is in line with the ideas presented by Churches in 2009 when revising Bloom's Taxonomy, which evolved into Digital Bloom. In addition, the changing era also underscored the competencies that students need to acquire as stated by Trilling…
Descriptors: Skill Development, Educational Technology, Music Education, Foreign Countries
Judith A. Alamprese – Adult Learning, 2024
The pervasive role of digital technologies in adult learning and education (ALE) was a prominent theme throughout the deliberations of the Seventh International Conference on Adult Education (CONFINTEA VII) held June 15-17, 2022 in Morocco. CONFINTEA VII embodied the worldwide interest in digital technologies through the use of a hybrid format…
Descriptors: Adult Learning, Adult Education, Educational Environment, Technological Literacy
Rachel Schechter; Rumeysa Yucel – Online Submission, 2024
The insufficient focus on developing writing instruction in education is a significant problem. Despite the crucial link between writing and reading skills and their impact on academic and life success, there is a notable lack of emphasis on writing in schools. Writing A-Z is a digital-first program that helps teachers establish a writing…
Descriptors: Writing Instruction, Teaching Methods, Writing Processes, Writing Assignments
Foster, Laura Rasmussen; Hudson, Jordan; Tolbert, Michelle; Davis, Lois; Turner, Susan F. – COABE Journal: The Resource for Adult Education, 2022
State correctional education leaders responded to cancellations of in-person programs due to the COVID-19 pandemic by using technology to provide and expand access to high-quality educational content. This response both allowed participants to continue their learning and provided them with equitable access to technology they will use to navigate…
Descriptors: Correctional Education, Educational Technology, Technology Uses in Education, COVID-19
Hokanson, Brad – Journal of Educational Technology and Online Learning, 2022
For education worldwide, the global pandemic was a major shock. The Internet did not stop, but for a while, going to school did. It caused a worldwide leap to online education. For educational technology, it might have been a step forward, with some hesitancy: some will soon be forgotten, but much will be retained. This writing outlines a number…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, COVID-19
Erika Kerruish – Pedagogy, Culture and Society, 2025
Critical thinking is embedded in national university graduate outcomes and included in international bodies' statements on higher education. At the same time, there are tensions surrounding critical thinking in higher education, such as its commodification, Eurocentrism, and relationship to rapidly digitalising cultures. Drawing from the…
Descriptors: Critical Thinking, Higher Education, Educational Philosophy, Educational Theories