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Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Cari Din; Martin MacInnis – Papers on Postsecondary Learning and Teaching, 2024
As part of a large exercise physiology laboratory (lab) reform project, we used blended learning to support graduate teaching assistants and lab technicians in developing their pedagogical knowledge and create an entry point to reflective conversations about teaching and learning. Because self-paced asynchronous online modules can enable…
Descriptors: Blended Learning, Exercise Physiology, Laboratories, Educational Change
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Thomas Anthony Chun Hun Chan; Jason Man-Bo Ho; Michael Tom – RELC Journal: A Journal of Language Teaching and Research, 2024
To create a more collaborative and communicative learning environment, digital tools are often looked to as possible solutions. Miro, an online whiteboard, is one such tool that allows students to easily share ideas and exchange information using a range of different media. Its strengths are its ability to allow real-time sharing and creation of…
Descriptors: Learning Management Systems, Electronic Learning, Educational Technology, Cooperative Learning
Muhammad Zulfadhli Kamarudin; Mohd Syafiq Aiman Mat Noor; Romarzila Omar – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
The use of digital technologies as teaching and learning materials supports and enhances science learning, encouraging students to develop valuable inquiry skills and knowledge. In response, this paper seeks to explore digital inquiry-based learning as a useful aid for teaching the elementary school science curriculum on plants in Malaysia. There…
Descriptors: Foreign Countries, Plants (Botany), Science Education, Electronic Learning
Chu, Jinjin; Szlagor, Maciej – International Journal of Web-Based Learning and Teaching Technologies, 2023
Distance education between the student and the teacher through online sessions can make it difficult for a student who does not understand a concept to ask for clarification. Lack of a physical campus or social pressure from peers can demotivate students from completing their assignments. The framework of multi-intelligence English teaching based…
Descriptors: Distance Education, Blended Learning, Educational Technology, Multiple Intelligences
McKenzie R. Behrendt; Stacy Smallfield – Journal of Occupational Therapy Education, 2024
The rise in technology, social media, and video has led to the desire for short, interactive, and visually appealing instructional materials. Modern learners want flexibility, repeatability, accessibility, and low-stakes knowledge checks. A multimedia e-learning module may meet the learner's desires. This article describes the conception,…
Descriptors: Multimedia Instruction, Electronic Learning, Cognitive Processes, Occupational Therapy
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
Wu Berberich, Bing – Action Learning: Research and Practice, 2022
This paper introduces a facilitated co-constructed action learning approach with a narrative account of the author's own learning on designing and delivering an executive education programme. Action learning has double inference in this context as the author developed and improved teaching design and delivery through action learning. He also…
Descriptors: Experiential Learning, Management Development, Inservice Education, Foreign Countries
Caitlin E. Smith Sockbeson – Management Teaching Review, 2024
Throughout the COVID-19 pandemic, faculty have had to restructure classes to new formats, and expectations of flexibility may remain if and when the pandemic subsides. Quizizz[TM] is an online platform for quizzing and interactive lessons suitable for in-person, online, and hybrid/hyflex classes. Quizizz, which is available for free or with an…
Descriptors: Tests, Internet, Learner Engagement, Learning Modalities
Lancaster, Alexander; Bonella, Barrett; Gesteland, Becky Jo; Tadlock, Patrick; Fry, Richard – Metropolitan Universities, 2023
In the summer of 2020, our team created virtual community-engaged learning (VCEL) modules in response to the need to move classes to online and hybrid delivery styles during the height of the COVID-19 pandemic. These modules addressed engaged learning concepts and were designed with faculty, students, and community partner organizations in mind.…
Descriptors: Online Courses, School Community Relationship, Community Involvement, COVID-19
Bahari, Akbar – Interactive Learning Environments, 2023
Second language teaching approaches that were originally proposed for classroom context are used for blended learning context as well as distance learning contexts regardless of their fundamental differences in terms of applicability, accessibility, objectives, designs and theoretical bases. Such theoretical and practical incompatibilities served…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Second Language Learning, English (Second Language)
Carloni, Giovanna – Research-publishing.net, 2022
This essay illustrates how an online language education course, implemented within an online language teacher education programme offered at master's level at an Italian university, was designed to foster pre-service teachers' active learning through digitally-enhanced activities. The course was developed within a community of inquiry framework…
Descriptors: Online Courses, Electronic Learning, Distance Education, Second Language Learning