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Mads Paludan Goddiksen; Mikkel Willum Johansen; Anna Catharina Vieira Armond; Mateja Centa; Christine Clavien; Eugenijus Gefenas; Nóra Kovács; Marcus Tang Merit; I. Anna S. Olsson; Margarita Poškute; Júlio Borlido Santos; Rita Santos; Vojko Strahovnik; Orsolya Varga; P. J. Wall; Peter Sandøe; Thomas Bøker Lund – International Journal for Educational Integrity, 2024
Text-matching software (TMS) is a standard part of efforts to prevent and detect plagiarism in upper secondary and higher education. While there are many studies on the potential benefits of using this technology, few studies look into potential unintended side effects. These side effects include students worrying about being accused of plagiarism…
Descriptors: Computer Software, Secondary School Students, Bachelors Degrees, Undergraduate Students
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
Mikkel Godsk; Pernille Risør Elving – Journal of Interactive Learning Research, 2024
The article provides an answer to the question: 'How can ChatGPT be used as an educational technology for learning?' by identifying its educational benefits and downsides for teaching and learning as seen from the educators' perspective. To answer this question a mixed methods case study was carried out in the context of two workshops involving a…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Learning Processes
Yu, Qing; Yu, Kun – Journal of Educational Computing Research, 2023
Body movements are regarded as part of the learning process. With the evolution of motion-sensing technology (MST) (e.g., Kinect, Xtion Pro, and Leap Motion), educational researchers try to explore the effect of MST on learning. However, the effect of MST on learning performance is still unclear. This is the first meta-analysis that aims to…
Descriptors: Human Body, Motion, Information Technology, Computer Software
Nasereddin, Mahdi; Glantz, Edward J.; Grimes, Galen A.; Peca,Joanne; Gordon, Michelle; Bartolacci, Mike – Journal of Cybersecurity Education, Research and Practice, 2022
Digital contact tracing tools were developed to decrease the spread of COVID-19 by supplementing traditional manual methods. Although these tools have great potential, they were developed rather quickly resulting in tools with varying levels of success. The main issues with these tools are over privacy and who might have access to the information…
Descriptors: Privacy, Information Technology, COVID-19, Pandemics
Skocic Mihic, Sanja; Martan, Valentina; Roncevic Zubkovic, Barbara – Reading & Writing Quarterly, 2022
Numerous studies in different science fields have examined the various aspects of educational interventions designed to facilitate learning outcomes in students with dyslexia. The aim of this study was to present an overview of empirical research related to interventions aimed at primary school students with dyslexia. Mapping was conducted to…
Descriptors: Elementary School Students, Dyslexia, Students with Disabilities, Intervention
Ni Li – International Journal of Web-Based Learning and Teaching Technologies, 2025
In depth exploration of how the pandemic has reshaped the education ecosystem over the past three years, especially in the context of the surge in demand for online education courses and learning platforms, this article focuses on the field of student ideological and political education, and innovatively constructs a moral and political education…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Algorithms
Sabrina Girletti; Marie-Aude Lefer – Interpreter and Translator Trainer, 2024
In recent years, machine translation post-editing (MTPE or PE for short) has been steadily gaining ground in the language industry. However, studies that examine translators' perceptions of, and attitudes towards, MTPE paint a somewhat negative picture, with PE pricing methods and rates being a major source of dissatisfaction. While the European…
Descriptors: Translation, Teaching Methods, Language Processing, Second Language Instruction
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Heng Lu – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
The test view is on the Duolingo English Test (DET), an alternative online English proficiency test with a machine-driven characteristic. The review covers essential information of the DET such as test purpose, usage, score-mapping with CEFR scale, price, and publisher. Meanwhile, the test usefulness is discussed with focuses on reliability,…
Descriptors: Computer Software, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
Panidnad Chulerk; Supachanin Duangchinda Sathianpan; Jintavee Khlaisang – rEFLections, 2025
This research endeavors to assess the efficacy of Mobile Assisted Language Learning (MALL) in elevating students' English proficiency to the Common European Framework of Reference (CEFR) B1 level. The study involves identifying the most suitable mobile application for formative assessment, implementing it to enhance students' English competency,…
Descriptors: Formative Evaluation, Computer Assisted Instruction, Teaching Methods, Telecommunications
Kobayashi, Rika; Goumans, Theodorus P. M.; Carstensen, N. Ole; Soini, Thomas M.; Marzari, Nicola; Timrov, Iurii; Ponce´, Samuel; Linscott, Edward B.; Sewell, Christopher J.; Pizzi, Giovanni; Ramirez, Francisco; Bercx, Marnik; Huber, Sebastiaan P.; Adorf, Carl S.; Talirz, Leopold – Journal of Chemical Education, 2021
The COVID-19 pandemic disrupted chemistry teaching practices globally as many courses were forced online, necessitating adaptation to the digital platform. The biggest impact was to the practical component of the chemistry curriculum--the so-called wet lab. Naively, it would be thought that computer-based teaching laboratories would have little…
Descriptors: COVID-19, Pandemics, Chemistry, Online Courses
Sockett, Geoffrey – Second Language Research, 2023
As research into online informal language learning (OILL) develops as a field, the impact on such practices for a wide variety of contexts can be considered. In the case of this publication, the study abroad (SA) context is of particular interest. Indeed the study abroad student may interact with a range of online learning resources in formal,…
Descriptors: Study Abroad, Informal Education, Learning Activities, Second Language Learning
Johnson, W. Lewis – International Journal of Artificial Intelligence in Education, 2019
Cloud computing offers developers of learning environments access to unprecedented amounts of learner data. This makes possible "data-driven development" (D[superscript 3]) of learning environments. In the D[superscript 3] approach the learning environment is a data collection tool as well a learning tool. It continually collects data…
Descriptors: Foreign Countries, Data Use, English (Second Language), Second Language Instruction