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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Deepti Reddy Patil; Sridhar Iyer; Sasikumar – ACM Transactions on Computing Education, 2025
Design problems are often ill-structured as the requirements are broadly defined and have multiple correct solutions. Experts solve such problems by applying various cognitive and metacognitive skills before the formal specifications and solution designs are documented. Novices often need help solving ill-structured design problems as they lack…
Descriptors: Educational Environment, Problem Solving, Design, Technology Uses in Education
Samantha Burns; Elaine Hoan; Scott Hreno; Esther Yu; Leah Brathwaite; Joel P. Wiebe; Linda A. White; Elizabeth Dhuey; Michal Perlman – Educational Review, 2024
Early educational settings such as early childhood education and care and kindergarten (i.e. formal schooling) are important contexts to foster children's peer collaboration, an important skill for the twenty-first century. The prevalence of technology in early educational settings has continued to increase rapidly in ways that can support the…
Descriptors: Educational Technology, Technology Uses in Education, Early Childhood Education, Cooperative Learning
Kevin Sigayret; Nathalie Blanc; André Tricot – Journal of Computer Assisted Learning, 2025
Background: Teaching programming and computational thinking is becoming a major issue in many education systems. Numerous approaches are possible, but very few studies compare these different ways of implementing programming and computational thinking learning. Objectives: We compared three ways of teaching programming and computational thinking…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Computation
Hui Yang – International Review of Research in Open and Distributed Learning, 2025
This study explored the impact of digital technologies on the development of musical skills among music students. A learning experiment was conducted with 66 students between the ages of 18 and 21 from China, France, Italy, and Spain. The study used the methods of a survey and online discussions. Participants verified that the present advancement…
Descriptors: Foreign Countries, Young Adults, Music Education, Music
Zhihan Wang – Education and Information Technologies, 2025
The integration of classical and modern teaching strategies enables the creation of an effective educational environment that meets the needs of various types of learners. The aim of this study is to explore the potential for integrating mobile applications into vocal education by analyzing their accessibility and effectiveness as learning tools,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Oriented Programs
Jonathan Troup; Hortensia Soto; Aubrey Kemp – International Journal of Research in Undergraduate Mathematics Education, 2024
This study investigates the embodied, symbolic, and formal reasoning of two fourth-year university students while exploring geometric reasoning about the Cauchy-Riemann equations with the aid of "Geometer's Sketchpad (GSP)." These students participated in a teaching activity designed to encourage shifts between embodied, symbolic, and…
Descriptors: Mathematics Skills, Thinking Skills, Skill Development, Geometry
Chen, Wenli; Tan, Jesmine S. H.; Zhang, Si; Pi, Zhongling; Lyu, Qianru – Educational Technology Research and Development, 2023
Nurturing twenty-first-century competency is one important agenda in this era, especially in developing collaborative learning and critical thinking skills. Yet, facilitating such a computer-supported collaborative learning (CSCL) environment is challenging. Although several technological platforms from past research studies were developed to…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Learning Analytics, Educational Technology
Yin, Yue; Khaleghi, Soroush; Hadad, Roxana; Zhai, Xiaoming – Educational Technology Research and Development, 2022
Computational thinking (CT) skills are critical for the science, technology, engineering, and mathematics (STEM) fields, thus drawing increasing attention in STEM education. More curricula and assessments, however, are needed to cultivate and measure CT for different learning goals. Maker activities have the potential to improve student CT, but…
Descriptors: Thinking Skills, Computation, Learning Activities, Computer Software
Dawn M. Woods; Linda Doornbos; Cynthia Carver – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2024
This qualitative study investigated how mixed-reality simulations supported the development of justice-oriented core teaching practices within a large elementary education program. Told from the point-of-view of two methods instructors, using candidates' written and oral reflections, the authors examined the use of Mursion[R] mixed reality…
Descriptors: Social Justice, Elementary Education, Computer Simulation, Computer Software
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
Sherina Dimo; Harly Israel Bandojo; Kristia Estilo; Joeven Abalayan; Michael Achas; Joseph Lobo – Journal of Educators Online, 2024
The present study intends to investigate the determinants influencing students' behavioral intention and use of Google Classroom as an instrument for enhancing the learning experience in the domain of physical education. This investigation employed the Technology Acceptance Model (TAM) as a conceptual framework. The results revealed that perceived…
Descriptors: Student Behavior, Intention, Computer Software, Physical Education
Tao Fu – Asia Pacific Journal of Education, 2024
Adopting Oxfam's key elements of education for global citizenship, this case study investigates how digital storytelling, a participatory media practice, is used for citizenship education among Chinese college students. A thematic analysis of in-depth interviews suggests digital storytelling can be used as an effective pedagogical tool as students…
Descriptors: Educational Technology, Story Telling, Citizenship Education, Global Approach
Hee Kyung Park; Sonya Nichole Martin – Asia-Pacific Science Education, 2024
This paper consists of a systematic review of the literature on ChatGPT's application in science education, drawing from studies conducted between January and September 2023, examining the current landscape, challenges, and implications of integrating ChatGPT into science classrooms. Analysis revealed a predominant emphasis on physics and…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Science Education
Yurtseven Avci, Zeynep; Osman, Rasha – Educational Studies, 2021
The research literature identifies the limitations of pre-service teacher training in the evaluation and assessment of educational software for classroom use. This study investigated the enhancement of IT pre-service teacher training in educational software evaluation through the incorporation of software evaluation techniques from the software…
Descriptors: Foreign Countries, Preservice Teacher Education, Computer Software, Educational Technology

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