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Josh Tenenberg; Donald Chinn – Computer Science Education, 2025
Background and context: We address the question of what computer science students take the discipline to be. How students conceive the discipline can influence whether a student pursues computer science, what particular area within computer science they focus on and whether they persist in the discipline. In this paper, we examine the epistemic…
Descriptors: Computer Science Education, Epistemology, Student Attitudes, Intellectual Disciplines
Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Asma Almusharraf; Hassan Saleh Mahdi; Haifa Al-Nofaie; Amal Aljasser – Journal of Computer Assisted Learning, 2024
Background study: Computer-assisted pronunciation training (CAPT) has emerged as an important resource for second language (L2) pronunciation learning. CAPT offers diverse opportunities for learners to master L2 pronunciation with the help of authentic learning activities in multiple contexts. Objectives: This study presents a comprehensive…
Descriptors: Computer Assisted Instruction, Pronunciation Instruction, Second Language Learning, Second Language Instruction
Carsten Lecon – Athens Journal of Education, 2024
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Artificial Intelligence
YungYu Zhuang; Yu-Hsuan Lin; Mahesh Liyanawatta; Andito Haryo Saputro; Yuniati Dwi Utami; Jen-Hang Wang – Interactive Learning Environments, 2024
Computer programming is essential nowadays but still challenging to learn due to its invisible thinking. Current programming environments are mostly designed for operating on computers directly to learn concrete programming, but this approach lacks the support for clarifying learners' thinking processes. On the other hand, using paper and pens…
Descriptors: Educational Environment, Thinking Skills, Programming, Computer Science Education
Thiago Costa Caetano; Camila Cardoso Moreira; Mikael Frank Rezende Junior – IEEE Transactions on Education, 2024
Contribution: This work seeks to ascertain the validity of a remote-controlled experiment of the Physics Remote Lab in the educational context, specifically among students from engineering courses. Background: In 2012, it has been started the development of the Physics Remote Lab at the Federal University of Itajubá, Brazil, a laboratory with a…
Descriptors: Engineering Education, Laboratory Experiments, Foreign Countries, Computer Uses in Education
Mohamed M. Mostafa – Interactive Learning Environments, 2023
Interactive Learning Environments (ILE) is a leading international journal in the design and use of interactive learning environments. In this study we conduct a comprehensive bibliometric analysis spanning three decades to objectively examine the journal's impactful authors, citation patterns, collaboration networks and emerging trends.…
Descriptors: Bibliometrics, Network Analysis, Developing Nations, Developed Nations
Yingbin Zhang; Luc Paquette; Nigel Bosch – International Journal of Artificial Intelligence in Education, 2025
Understanding the transitions among affective states during computer-based learning may guide the design of affect-responsive learning environments. Current studies have focused on the marginal strength of an affect transition, which is the average transition tendency over possible affective states preceding the transition. However, marginal…
Descriptors: Affective Behavior, Emotional Response, Electronic Learning, Learning Experience
Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
Trish Harvey; Karen Moroz; Jennifer Carlson – International Society for Technology, Education, and Science, 2023
With an increase in Synchronous online learning, there is a shift in how current teaching practices are impacted and what is important to students and student learning. Synchronous teaching is not taking face-to-face strategies online, instead, it requires intentional design and thoughtful planning. To that end, this paper discusses pedagogical…
Descriptors: Interpersonal Relationship, Community Development, Electronic Learning, Computer Mediated Communication
Sugat Dabholkar – ProQuest LLC, 2021
This dissertation is about designing learning environments that foreground students' epistemic agency as they "do science" in a science classroom. I build on the prior work that combines two important strands in learning sciences - agent-based modeling of complex systems and constructionism to design learning environments. I call such…
Descriptors: Science Education, Curriculum Design, Educational Environment, Active Learning
Tugtekin, Ufuk; Odabasi, Hatice Ferhan – Education and Information Technologies, 2022
In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia materials on cognitive load, metacognitive judgments and learning outcomes. This study examines Augmented Reality Learning Environments (ARLE) and Virtual Reality Learning Environments (VRLE)…
Descriptors: Outcomes of Education, Interaction, Educational Environment, Cognitive Processes
Anne Karhapää; Pauliina Rikala; Johanna Pöysä-Tarhonen; Raija Hämäläinen – Journal of Workplace Learning, 2024
Purpose: The purpose of this study is to explore how digital technologies at work serve as environments for informal workplace learning in knowledge work. Design/methodology/approach: Digital ethnography was used to investigate the digital environments of one public sector workplace. The data included observations, interviews and participant…
Descriptors: Informal Education, Workplace Learning, Public Sector, Information Technology
Katelyn L. Federico – ProQuest LLC, 2022
The purpose of this Action Research study was to investigate and improve the implementation and utilization of technology in online learning environments for the subject of at a post-secondary institution located in Boston, MA. Participants and data collected in Cycle 1 consisted of interviewing students, faculty, and administrators who engaged in…
Descriptors: Distance Education, Postsecondary Education, Mathematics Education, Electronic Learning
Camille Dickson-Deane; Patricia Grant; Dauran McNeil – Distance Learning, 2024
Recognizing that online teaching and learning is placed within an environment where neither the teacher nor the student has complete-control is the first step to actioning capabilities towards a humanized environment. The tool that is typically used in higher education, the learning management system (LMS), has a design that constrains learning…
Descriptors: Learning Management Systems, Empathy, Personal Autonomy, Electronic Learning

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