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Upson, John W.; Bergiel, Erich B. – Journal of International Education in Business, 2023
Purpose: This study aims to investigate the potential for virtual study abroad (VSA) programs to exist in a post-pandemic world. VSAs quickly grew in popularity when the COVID-19 pandemic forced the cancelation of traditional study abroad programs. Now that a return to travel appears imminent, it is uncertain whether VSAs hold sufficient value to…
Descriptors: COVID-19, Pandemics, Study Abroad, Educational Technology
Xodabande, Ismail; Hashemi, Mohammad R. – Education and Information Technologies, 2023
The current study examined the use of electronic textbooks designed as mobile applications for learning vocabulary in English among Iranian university students. To this end, 95 university students in an experimental (N = 50) and a control group (N = 45) participated in the study. An explanatory sequential mixed methods design was employed and over…
Descriptors: Educational Technology, Electronic Books, Textbooks, English (Second Language)
Barman, Munmi; Jena, Ananta Kumar – International Journal of Developmental Disabilities, 2023
Interactive video-based instruction (IVBI) session was organized in day-care rehabilitation settings to provide training in acquiring new skills related to social skills development for targeted moderate intellectual disability (MID) population. The main objective is to inter-relate the effect of individual and collaborative interactive…
Descriptors: Educational Technology, Interpersonal Competence, Students with Disabilities, Intellectual Disability
Cuschieri, Sarah; Narnaware, Yuwaraj – Anatomical Sciences Education, 2023
Anatomy is physiotherapy's foundation. However, undergraduate classroom learning and knowledge acquisition-retention remain questionable. This study explored the possibility of improving this learning experience and evaluates the gross anatomy of abdomen and pelvis short-term knowledge retention among first-year physiotherapy students in Malta.…
Descriptors: Anatomy, Physical Therapy, Undergraduate Study, College Freshmen
Garcia, Patricia; Cadenas, Germán A.; Scott, Kimberly A. – TechTrends: Linking Research and Practice to Improve Learning, 2023
In this study, we bring the concepts of sociopolitical development and intersectionality into conversation to examine how girls of color can develop a sense of agency that is grounded in an understanding of how race and gender impact their desired personal and STEM academic trajectories. Using a three-stage intersectional sociopolitical…
Descriptors: Students, Females, Minority Group Students, STEM Education
Chang, Jui-Hung; Chiu, Po-Sheng; Lai, Chin-Feng – Interactive Learning Environments, 2023
In recent years, governments have paid much more attention to online learning platforms. This study establishes a high-performance agricultural digital learning platform (hereafter referred to as the Platform), in an attempt to (1) achieve learning diversity, improve users' learning ability and willingness to learn, and unblocking…
Descriptors: Online Courses, Educational Technology, Agricultural Education, Electronic Learning
Tarconish, Emily; Lombardi, Allison; Taconet, Ashley – Journal of Postsecondary Education and Disability, 2023
Students with disabilities are a rapidly growing population in postsecondary education, estimated to be approximately 19.4% of undergraduate students (U.S. Department of Education, 2019). However, many postsecondary faculty members are unaware of the issues that students with disabilities experience and are not confident in how to teach diverse…
Descriptors: Students with Disabilities, Video Technology, Inclusion, Faculty Development
I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
Lierman, Ashley; Santiago, Ariana – Journal of Information Literacy, 2019
To meet the growing online and face-to-face library instruction needs of a large research university, a team of librarians set out to develop asynchronous online instruction of sufficient quality to supplement and replace classroom teaching. This report describes the best practices that were identified from a review of the literature, the…
Descriptors: Online Courses, Library Instruction, Educational Technology, Technology Uses in Education
Alzubi, Ali – Research in Social Sciences and Technology, 2019
This study explored the perceptions of English as a foreign language (EFL) teachers at a foundation year in a university in Saudi Arabia. Forty-one (27 males and 14 females) teachers completed a survey using Google Forms. The results indicated that the majority of teachers (83%) supported the integration of smartphones in EFL context, in which 71%…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Language Teachers
Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Yildirim, Ibrahim – Technology, Pedagogy and Education, 2019
The communities of practice created via Facebook groups (CoPiF) have significant potential as a new mechanism in the process of the professional development of teachers when the frequency of use of Facebook and its simplicity are considered. In this study, the author analyses the content shared in a Facebook group with over 13,000 members created…
Descriptors: Communities of Practice, Social Media, Faculty Development, High School Teachers

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