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Marios Pittalis; Ute Sproesser; Eleni Demosthenous; Eleni Odysseos – Education and Information Technologies, 2025
The aim of this study was to develop, implement, and evaluate an intervention program focusing on developing Grade 5 and 6 students' functional thinking. The innovative aspect lies in addressing simultaneously various aspects of function--input--output, covariation, correspondence, and object--in terms of manipulating tasks that involve functional…
Descriptors: Grade 5, Grade 6, Thinking Skills, Mathematics Instruction
Nikolaos Pellas – Education and Information Technologies, 2025
Teacher professional development (TPD) programs face several challenges in fostering active participation and ensuring high-quality learning experiences compared to traditional approaches. While online TPD programs offer flexibility, concerns remain about their effectiveness in promoting high-quality content and autonomous learning. This study…
Descriptors: Educational Quality, Program Evaluation, Program Effectiveness, Faculty Development
Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
Marat Ressin – Education and Information Technologies, 2025
The current article aims to address the issue of insufficient integration between theoretical and practical training in entrepreneurship education. The primary objective of the present study is to analyze the results of implementing innovative educational approaches, such as internships, participation in business projects, and interaction with…
Descriptors: Entrepreneurship, Educational Innovation, Internship Programs, School Business Relationship
Youngjin Lee – Education and Information Technologies, 2025
This study investigates the development and evaluation of a Retrieval-Augmented Generation (RAG)-based statistics tutor designed to assist students with quantitative analysis methods. The RAG approach was employed to address the well-documented issue of hallucination in Large Language Models (LLMs). A computer tutor was developed that utilizes…
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Teachers, Students
Hailin Ning; Yao Lu; Wancheng Yang; Zhi Li – Education and Information Technologies, 2024
Based on the purpose of improving the communication power of the computational intelligence short videos of China Communist Youth League, this paper takes six typical computational intelligence short video IDs and their popular computational intelligence short videos of the Communist Youth League at the provincial level as the research object…
Descriptors: Computation, Intelligence, Video Technology, Social Systems
Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
Liu Yifu; Ma Yan; Huang Libing; Xiao Chunling; Ding Tao – Education and Information Technologies, 2025
Interventions utilizing human-computer interaction (HCI) in autism rehabilitation have gained popularity, yet their efficacy has not been fully elucidated. This meta-analysis assessed 30 international studies from the past decade that employed HCIs for autism intervention. The findings revealed a moderate positive effect (g = 0.484) on improving…
Descriptors: Man Machine Systems, Interaction, Intervention, Autism Spectrum Disorders
Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
Zehua Dong; Ming Ming Chiu; Shuqi Zhou; Zihong Zhang – Education and Information Technologies, 2024
Building on past studies showing that mobile learning improves learning outcomes and differs within a domain (e.g., science), this meta-analysis models domain-specific differences (e.g., learning activities) that drive these differences in science performance. A systematic database search (i.e., Web of Science, JSTOR, ERIC, PsycINFO, ProQuest…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Science Education
Lara Hoareau; Youssef Tazouti – Education and Information Technologies, 2024
Although the acceptance of educational apps and their contributions to learning have been widely researched, none of these studies have examined links between teachers' acceptance of apps and their students' skills. The present study investigated this issue with respect to a new, French-language educational app for helping preschool children…
Descriptors: Educational Technology, Computer Oriented Programs, Preschool Children, Emergent Literacy
Jasin, Jamil; Ng, He Tong; Atmosukarto, Indriyati; Iyer, Prasad; Osman, Faiezin; Wong, Peng Yu Kelly; Pua, Ching Yee; Cheow, Wean Sin – Education and Information Technologies, 2023
Low student engagement and motivation in online classes are well-known issues many universities face, especially with distance education during the COVID-19 pandemic. The online environment makes it even harder for teachers to connect with their students through traditional verbal and nonverbal behaviours, further decreasing engagement. Yet,…
Descriptors: Artificial Intelligence, Synchronous Communication, Electronic Learning, Chemistry
Mei-Shiu Chiu; Meihua Zhu – Education and Information Technologies, 2025
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Parent Attitudes
Madsen, Siri Sollied; Habbestad, Helge; Borch, Iris H. – Education and Information Technologies, 2023
This article presents a study of an educational experiment conducted at the early childhood education programme at UiT, the Arctic University of Norway. As COVID-19 made social distancing an issue, the traditional practicum in kindergartens was moved to online platforms. Constructive alignment was used as an analytical framework to investigate the…
Descriptors: Foreign Countries, Teacher Education Programs, COVID-19, Pandemics