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Gebbe, Marcel; Teine, Matthias; Beutner, Marc – International Association for Development of the Information Society, 2016
Interactive dialogues are key elements for designing authentic and motivating learning situations, and in combination with learning analysis they provide educators and users with the opportunity to track information related to professional competences, but mind-sets as well. This paper offers exemplary insights into the project NetEnquiry that is…
Descriptors: Holistic Approach, Scoring, Electronic Learning, Computer Oriented Programs
Song, Donglei; Ju, Ping; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was…
Descriptors: College Students, Educational Games, Games, Learner Engagement
Hergemöller, Timo; Laumann, Daniel – Physics Teacher, 2017
Today smartphones and tablets do not merely pervade our daily life, but also play a major role in STEM education in general, and in experimental investigations in particular. Enabling teachers and students to make use of these new techniques in physics lessons requires supplying capable and affordable applications. Our article presents the…
Descriptors: Handheld Devices, Telecommunications, Visual Aids, Laboratory Equipment
Hart Barnett, Juliet E. – Physical Disabilities: Education and Related Services, 2017
A substantial number of students struggle with sustained attention in today's schools, including those with Attention Deficit Hyperactivity Disorder (ADHD). Both traditional and technology-driven strategies and tools are available to address the attention needs of students with ADHD and other students who struggle with attention in the classroom.…
Descriptors: Attention Deficit Hyperactivity Disorder, Student Needs, Attention, Educational Environment
Weeks, Nancy Anne – ProQuest LLC, 2017
The purpose of this quantitative study was to investigate the effect of a 4-week, school-based, Sosh iPad application intervention on the social skills inventory of participants diagnosed with High Functioning Autism (HFA). The intervention implementation took place during a 4-week period at two separate public school districts within the…
Descriptors: Handheld Devices, Computer Oriented Programs, Intervention, Interpersonal Competence
Violini, Bob – Community College Journal, 2014
As part of the student success agenda, the nation's community colleges have been asked to rethink their approach to education on every level. From the explosion of smartphones and mobile devices on campus to the demand for more robust data analytics and tracking to the increasingly technical nature of global work, technology has evolved from a…
Descriptors: Technology Uses in Education, Community Colleges, Educational Technology, Telecommunications
Preston, Jane P; Moffatt, Lyndsay; Wiebe, Sean; McAuley, Alexander; Campbell, Barbara; Gabriel, Martha – Educational Management Administration & Leadership, 2015
The purpose of this paper is to document the perceptions of school leaders regarding the technological use, skills, and attitudes of high school teachers. Using a qualitative research approach, 11 educational leaders from Prince Edward Island (Canada) were individually interviewed. Participants represented the Department of Education, principals,…
Descriptors: Foreign Countries, Technology Uses in Education, Computer Literacy, Administrator Attitudes
Aktas, Bilge Çam; Can, Yafes – International Electronic Journal of Elementary Education, 2019
The aim of this study is to examine if using WhatsApp actively in English outside the school has any effect on the students' attitudes and self-efficacy belief on English course. In this study, a sequential explanatory pattern was used. In order to obtain quantitative data, one group pretest-posttest design was used. The participants consist of…
Descriptors: Student Attitudes, Grade 11, High School Students, Foreign Countries
Aljojo, Nahla; Munshi, Asmaa; Almukadi, Wafa; Zainol, Azida; Alanaya, Ihdaa; Albalawi, Hawazin; Alharbi, Ghadeer; Almadani, Nada; Almohammadi, Elaf; Kadu, Alaa; Abdulghaffar, Nadia A. – Journal of Technology and Science Education, 2019
Learning is not limited to a certain age group or a formal study environment. However, the first eight years, and particularly the first three years, are the most important because the effects of the care and attention provided to the child during this period will continue throughout his/her life. A child's early learning processes develop his/her…
Descriptors: Program Design, Program Implementation, Semitic Languages, Pronunciation
Beckman, Alexandra; Mason, Benjamin A.; Wills, Howard P.; Garrison-Kane, Linda; Huffman, Jonathan – Education and Treatment of Children, 2019
Self-monitoring (SM) is a behavioral intervention with a long history of successful implementation for students with autism spectrum disorder. Despite the development of sophisticated software applications, they are rarely incorporated into data collection procedures for SM interventions. The current study evaluated an SM application, goal…
Descriptors: Autism, Pervasive Developmental Disorders, Behavior Modification, Academic Achievement
Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
Staub, Nancy A.; Bravender, Marlena – International Journal of Educational Leadership Preparation, 2014
Online simulations offer opportunities for trial and error decision-making. What better tool for a principal than to make decisions when the consequences will not have real-world ramifications. In this study, two groups of graduate students in a principal preparation program taking the same course in the same semester use online simulations…
Descriptors: Graduate Students, Administrator Education, Higher Education, Computer Simulation
Genç, Zülfü; Aydemir, Emrah – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using…
Descriptors: Foreign Countries, Academic Achievement, Retention (Psychology), Puzzles
Kucirkova, Natalia; Sheehy, Kieron; Messer, David – Journal of Research in Reading, 2015
This study explores the themes in the talk of two mothers and daughters as they share a self-created story with an iPad app. Vygotsky's theory of learning is applied to inform a thematic analysis and help interpret the learning potential within the observed parent-child exchanges. A deductive-inductive thematic analysis identified three recurring…
Descriptors: Discourse Analysis, Mothers, Daughters, Parent Child Relationship

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