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Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Lama Bergstrand Othman – Journal of Educational Research and Practice, 2025
Research has established that the proper use of technology in the classroom can promote and improve students' skill levels and knowledge base. Also, certain factors either enhance or impede the successful integration of technology in students' learning environments. Examples of these are efficiency of use, subject area, and teacher knowledge of…
Descriptors: Technology Uses in Education, Educational Technology, Literacy Education, Teacher Role
Arinda Eka Lidiastuti; Hadi Suwono; Sueb Sueb; Sulisetijono Sulisetijono – International Society for Technology, Education, and Science, 2024
Augmented Reality has a positive impact in the world of education. Systematic review studies and article reviews have provided evidence of this positive impact. Augmented reality is an effective medium for learning, especially during a pandemic. The keyword used to find the articles on the Scopus database was "augmented AND reality AND in AND…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Research
Rohaida Mazlan; Zamri Mahamod; Khairul Azhar Jamaludin – Journal of Education and Learning (EduLearn), 2025
In recent years, the flipped classroom model has garnered significant attention in education, marking a shift from conventional teaching methods to a more student-centered approach. This systematic review delves into the implementation of flipped classrooms and their influence on educational environments. The focus is on effective teaching…
Descriptors: Flipped Classroom, Blended Learning, Technology Uses in Education, Gamification
Mohd Hazim Afiq Kalana; Syahrul Nizam Junaini – Journal of Education and Learning (EduLearn), 2025
Technological advancements have popularized "gamification" in recent years, yet few studies have explored its connection to the technology acceptance model (TAM). This paper aims to enhance understanding of the relationship between gamification and TAM by systematically reviewing current research trends. Employing a systematic literature…
Descriptors: Gamification, Technology Integration, Research, Research Methodology
Adarkwah, Michael Agyemang; Huang, Ronghuai – British Journal of Educational Technology, 2023
Twenty years after its inauguration, the information communication and technology for accelerated development (ICT4AD) policy intended to transform Ghana into an information and technology-driven high-income economy through digital education has been unsuccessful. In this digital era, young adults' attachment to technological tools is anticipated…
Descriptors: Foreign Countries, Educational Technology, Higher Education, Addictive Behavior
Gulnur Sattar; Saltanat Rustemova; Zhanar Nebessayeva – Open Education Studies, 2025
This review examines the integration of socially interactive methods and digital technologies into art education to deepen students' perception and understanding of artists' creativity, as well as to develop critical thinking and analytical skills. The study synthesizes existing literature, theoretical frameworks, and case analyses to explore the…
Descriptors: Educational Technology, Technology Uses in Education, Art Education, Artists
Mochamad Kamil Budiarto; Asrowi; Gunarhadi; Sunardi; Abdul Rahman – Journal of Learning for Development, 2025
The lack of innovative implementation of digital learning media presents obstacles to accessing course materials, leading to unequal learning opportunities among students and, subsequently, lower graduate competencies. This study aimed to review the research studies on the effects of implementing digital learning media in various formats and its…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Monika Dockendorff; Florencia Gomez Zaccarelli – International Journal of Mathematical Education in Science and Technology, 2025
Over the last several decades, digital technology (DT) integration in teaching and learning mathematics has received considerable attention, as such integration has not led to the expected results. Teacher education is a critical factor -- even more important than access to tools and devices -- in technology-enhanced teaching and learning. The…
Descriptors: Preservice Teacher Education, Mathematics Teachers, Educational Technology, Technology Integration
Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
Wenxue Yan; Minhua Ma – Journal of Educational Multimedia and Hypermedia, 2023
Despite a large number of augmented reality (AR) picture books available on the market, their quality varies. The aim of this study is to analyse AR picture books' features, benefits and drawbacks through a review of academic literature and award-winning commercial works on the subject and to provide insight into future trends. Our approach has…
Descriptors: Computer Simulation, Picture Books, Educational Technology, Technology Uses in Education
Xu, Wei; Dai, Tao-Tao; Shen, Zhi-Yi; Yao, Yu-Jia – Interactive Learning Environments, 2023
In recent years, more and more technical tools have been introduced into various museums, bringing new opportunities and challenges for the research of museum learning. Whether the application of these technologies can effectively improve the effects of museum learning has become a major problem perplexing museum learning researchers. In this…
Descriptors: Museums, Educational Technology, Technology Uses in Education, Program Effectiveness
Sireesha Prathigadapa; Salwani Mohd Daud – Journal of Learning for Development, 2025
In contemporary education, accurately predicting student performance and delivering prompt feedback is paramount for fostering a comprehensive grasp of academic progress and adopting strategies for enhancing the quality of student learning. This review examines the studies on virtual tutoring systems utilising Generative Pre-trained Transformer 3…
Descriptors: Educational Technology, Technology Uses in Education, Artificial Intelligence, Feedback (Response)
Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits

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