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Favour Mosunmola Sobowale; Ibrahim Abba Mohammed; Fati Ali; Berechiah Manji Samson; Abdulazeez Sadiku – Discover Education, 2024
Lack of proper laboratories and inadequate facilities have become some of the factors affecting chemistry practical in Nigeria which therefore affects students' performance. While there were many studies conducted on the effectiveness of mobile learning, literature remains very scarce in the Nigerian context. In order to tackle this problem, using…
Descriptors: Preservice Teacher Education, Teacher Education Programs, Chemistry, Science Instruction
Serkan Dinçer – Journal of Turkish Science Education, 2024
This study investigates science teachers' perceptions of their level of Technological Pedagogical Content Knowledge (TPACK) and the challenges they face in integrating technology into the classroom. Using a case study approach, data were collected through the TPACK scale and semi-structured interviews with 102 science teachers. The results reveal…
Descriptors: Science Teachers, Faculty Development, Pedagogical Content Knowledge, Technological Literacy
Jie Fang – Knowledge Management & E-Learning, 2025
Although mobile technologies are commonly used to support language learning, there is a lack of research to comprehensively determine the acceptance, readiness, affordances, and challenges in this area. To address this gap, this systematic literature review selected 49 articles indexed in the Scopus database between 2013 and 2022. This study found…
Descriptors: Telecommunications, Handheld Devices, Computer Assisted Instruction, Second Language Learning
Lloyd P. Rieber – International Journal of Designs for Learning, 2020
Q methodology provides a unique mixed-methods means of examining subjectivity through the use of an activity called a Q sort in which participants must sort a list of given items within a predetermined sorting form. Although Q methodology has a long history as a research tool, its use as an instructional tool has not been extensively explored.…
Descriptors: Q Methodology, Computer Software, Instructional Design, Teaching Methods
Hasan Zuhtu Okulu; Nilay Muslu – Interactive Learning Environments, 2024
ChatGPT holds significant potential for enhancing learning through integration into education as an advanced chatbot. With the goal of harnessing this potential, our research focused on exploring the utilization of ChatGPT in designing a course plan for pre-service science teachers. We adopted a qualitative research approach and employed ChatGPT…
Descriptors: Preservice Teachers, Science Teachers, Science Instruction, Instructional Design
Mei, Bing; May, Lawrence; Heap, Rena; Ellis, Damon; Tickner, Sue; Thornley, Jacqui; Denton, Jamie; Durham, Richard – SAGE Open, 2021
Given the increasing demand for online learning at the tertiary level, there currently exists a need to modify or develop instructional design (ID) models/approaches that can effectively facilitate the collaboration between learning designers and teachers, as well as to research the effectiveness of these models/approaches. Against this backdrop,…
Descriptors: Instructional Design, Online Courses, Models, Cooperation
Lisnani; Putri, Ratu Ilma Indra; Zulkardi; Somakim – Journal on Mathematics Education, 2023
This study aims to develop a valid, practical, and which has potential effect web-based realistic mathematics learning environment with the six cultural contexts of the island of Sumatera. The learning environment has the potential to positively impact primary school students. The study employed design research method, which encompassed the…
Descriptors: Mathematics Education, Educational Environment, Elementary School Students, 21st Century Skills
Micheal M. van Wyk – Open Praxis, 2025
Large language models such as ChatGPT 3.5, Grammarly, and Copilot, to name a few, are referred to as generated artificial intelligence tools (GenAI). These GenAI tools have gained significant popularity in education since their launch. How can teacher education take advantage of the hype around GenAI tools? These AI-generated tools prompted an…
Descriptors: Student Teachers, Teacher Education Programs, Artificial Intelligence, Computer Software
Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
Nouf J. Aljohani – Computer Assisted Language Learning, 2025
This paper proposes an updated framework for the evaluation of the computer-assisted language learning (CALL) framework, further developed from Chapelle (2001) and González-Lloret and Ortega (2014). Based on a review of prominent previous CALL evaluation frameworks, an exploration of relevant literature in formal evaluation and my own first-hand…
Descriptors: Task Analysis, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Ma. Louise Antonette N. De Las Peñas; Mark Anthony C. Tolentino; Maria Alva Q. Aberin; Agnes D. Garciano; Juan Carlo F. Mallari; Jumela F. Sarmiento; Debbie Marie B. Verzosa – International Association for Development of the Information Society, 2024
This paper discusses two "GeoGebra" applets, "Radical" and "Parabola," that are designed to strengthen the conceptual understanding of specific topics in algebra. The design and pedagogical basis of the applets are presented. The integration of the applets in teaching Grade 9 mathematics in a partner high school in…
Descriptors: Computer Software, Teaching Methods, Mathematics Instruction, Concept Formation
Lee Cheng – Technology, Pedagogy and Education, 2024
The rapid advancement of mobile and computing technologies has made the enjoyment of music in the video gaming experience more accessible and affordable, and has raised the interest of educators in the affordances of music-related games for informal music learning. This study aimed to examine the educational affordances of music-related games…
Descriptors: Video Games, Computer Software, Music Education, Music
Cook, John; Mor, Yishay; Santos, Patricia – British Journal of Educational Technology, 2020
The paper contributes to design discourse by drawing on Educational Design Research (EDR) that has been conducted into what we call a Zone of Possibility (ZoP) over the past seven years. We define a ZoP as a place where individuals can overcome the constraints of expectations and power structures to effect desired change. Specifically, this paper…
Descriptors: Instructional Design, Power Structure, Computer Software, Social Environment
Kallia Katsampoxaki-Hodgetts; Konstantinos Kotsidis; Stamatios Papadakis; Panagiotis Anastasiades – International Baltic Symposium on Science and Technology Education, 2025
The integration of Artificial Intelligence (AI) into early childhood education raises important pedagogical questions about how to design inclusive, multimodal learning experiences that nurture children's agency and critical literacies. This paper analyzes sixty AI-enhanced teaching scenarios, developed during a national training program, through…
Descriptors: Multiple Literacies, Early Childhood Education, Artificial Intelligence, Critical Literacy
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods

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