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Mikkel Godsk; Karen Louise Møller – Education and Information Technologies, 2025
There is a widespread agenda of improving teaching and learning in higher education by engaging students with educational technology. Based on a large-scale literature review, the article presents 61 specific, research-based recommendations for realising the engagement potential of eight types of educational technologies in higher education. These…
Descriptors: College Students, Learner Engagement, Technology Uses in Education, Educational Technology
Shaofeng Wang; Zhuo Sun – Education and Information Technologies, 2025
Artificial Intelligence (AI) is increasingly being integrated into educational settings, with Intelligent Personal Assistants (IPAs) playing a significant role. However, the psychological impact of these AI assistants on fostering active learning behaviors needs to be better understood. This research study addresses this gap by proposing a…
Descriptors: Artificial Intelligence, Active Learning, Redundancy, Role
Paul Kim; Wilson Wang; Curtis J. Bonk – Journal of Educational Computing Research, 2025
Following the launch of the generative AI Web application, Ask.SMILE, designed to evaluate the cognitive levels of questions asked, 2559 educators generated 25,973 question-feedback sets over a three-month period, with an average of over 10 questions per participant. Analyses revealed a significant improvement in question quality from initial…
Descriptors: Artificial Intelligence, Technology Uses in Education, Test Wiseness, Test Items
Vânia Carlos; Gabriela Reses; Sandra C. Soares – Interactive Learning Environments, 2024
As spaces, physical or virtual, are change agents and can have an impact on learning, the power of built pedagogy is being acknowledged in Higher Education. Emphasis is being placed on the design of Active Learning Spaces (ALS) and its impact on pedagogy, by fostering active learning. However, the field is fragmented, due to a profusion of terms…
Descriptors: Literature Reviews, Content Analysis, Classroom Design, Educational Environment
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Rubén Abbas; Andrés Sebastián; Jesús Casanova – Education and Information Technologies, 2025
Classroom response systems (CRS) represent an innovative educational technology that can be used to promote active learning and student engagement. This study explores the effectiveness of CRS in enhancing student learning and performance across various engineering courses related to heat engines. During five academic years, CRS have been used…
Descriptors: Engineering Education, Audience Response Systems, Classroom Techniques, Educational Technology
Warli; Puji Rahayu; Imas Cintamulya – Mathematics Teaching Research Journal, 2025
This study aimed to describe students' ability to arrange proof of abstract algebra problems (Subgroups) after receiving Information Technology (IT)-assisted scaffolding materials. To achieve this objective, we conducted exploratory qualitative research with students of Mathematics Education, Universitas PGRI Ronggolawe Tuban, participating in the…
Descriptors: Mathematics, Algebra, Validity, Mathematical Logic
Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
Chih-Hung Chen; Yih-Ru Chu – Education and Information Technologies, 2024
Due to globalization, emerging technologies, and the knowledge economy, there has been a growing emphasis on students having global competencies and perspectives to succeed in an increasingly interconnected world. On the other hand, a variety of technologies have been adopted for inquiry-based learning (IBL) activities. An interactive e-book…
Descriptors: Computer Simulation, Active Learning, Inquiry, Science Education
Kim, Si Jung; Bacos, Catherine A. – Interactive Learning Environments, 2023
This paper introduces the Wearable Story, an interactive storytelling jacket designed for young children to facilitate their story listening experience while learning through play. The wearable medium supports embodied learning by providing experiences through which children are encouraged to use their bodies to learn. With the jacket, children…
Descriptors: Story Telling, Educational Technology, Human Body, Listening
Kristina N. Randall; Simone E. Adams; Abigail A. Allen – Journal of Research on Technology in Education, 2024
Pear Deck is an online active learning presentation tool designed to aid teachers in creating impactful lessons. As higher education continues to evolve by implementing various course formats, there is a great need to discover which technology tools have the potential to increase student engagement. In this qualitative study, the authors examine…
Descriptors: Preservice Teachers, Teacher Participation, Electronic Learning, Lesson Plans
Mabe, Alexis; Brown, Kelly; Frick, J. Edward; Padovan, Frederico – Education Leadership Review of Doctoral Research, 2022
Educators are tasked with preparing students for college and beyond (Gómez-Pablos et al., 2017). Project-based learning can help achieve this goal (Gómez -Pablos et al., 2017). PBL engages students in real-world problem-solving activities that allow them to take ownership of their own learning and create real products (Zafirov, 2013). The problem…
Descriptors: Active Learning, Student Projects, Technology Uses in Education, Educational Technology
Hamidreza Panjehfouladgaran; Foteini Stavropoulou; Misha Teimouri – INFORMS Transactions on Education, 2025
The coronavirus disease 2019 pandemic has affected higher education institutions worldwide as they had to switch from face-to-face to online teaching almost overnight. This abrupt change made a huge impact on teaching, learning, and particularly, student engagement. This paper focuses on online social presence as an element of student engagement,…
Descriptors: COVID-19, Pandemics, School Closing, Interpersonal Relationship
Jitsupa, Jira; Nilsook, Prachyanun; Songsom, Nualsri; Siriprichayakorn, Revee; Yakeaw, Chontida – International Education Studies, 2022
The objectives of this research were 1) to synthesize the model of early childhood Imagineering for developing digital storytelling; 2) to establish the model of early childhood Imagineering for developing digital storytelling; 3) to evaluate the model of early childhood Imagineering for developing digital storytelling. The research methodology…
Descriptors: Models, Story Telling, Educational Technology, Technology Uses in Education
Janine Arantes – Policy Futures in Education, 2024
There has been a policy push in K-12 educational settings towards personalized learning in the last decade. Commercial platforms and learning designers have responded, offering learning tools to support teaching and learning through data-driven insights and recommendations. Trending towards the augmentation or replacing human teachers with…
Descriptors: Educational Policy, Individualized Instruction, Elementary Secondary Education, Electronic Learning