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Carbonell Carrera, Carlos; Bermejo Asensio, Luis A. – Journal of Geography in Higher Education, 2017
Landscape interpretation is needed for navigating and determining an orientation: with traditional cartography, interpreting 3D topographic information from 2D landform representations to get self-location requires spatial orientation skill. Augmented reality technology allows a new way to interact with 3D landscape representation and thereby…
Descriptors: Geography, Spatial Ability, Maps, Computer Simulation
Ceylan, Veysel Karani; Kesici, Ayse Elitok – Online Submission, 2017
In this study, the effects of blended learning on the middle school students' academic achievement level and product evaluation scores were investigated. Blended learning provides more effective learning outcome gains through enriching todays' developing Web Technologies with learning environments. This study was carried out with a total of 53…
Descriptors: Blended Learning, Middle School Students, Academic Achievement, Teaching Methods
Vaughan-Marra, Jessica Christine – AERA Online Paper Repository, 2017
New teacher mentoring has been a topic within general education research for decades. As general education researchers have investigated the needs of content specific new teacher support (Shores & Stokes, 2006) as well as digital environments for their professional development (Jones, 2013, January 1), music education researchers have…
Descriptors: Beginning Teachers, Beginning Teacher Induction, Music Teachers, Mentors
Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
Simmons, Lakisha; Crook, Amy; Cannonier, Colin; Simmons, Chris – Journal of Education for Business, 2018
Today's students experience increased anxiety around school and have difficulty keeping track of course assignments. The authors conceptually develop and empirically test a model of the impact of a homework reminder mobile application (app) on executive function skills and learning outcomes with undergraduate business students. The findings…
Descriptors: Anxiety, Prompting, Computer Oriented Programs, Handheld Devices
Won, Eun-Sok; Kim, Jeong-Ryeol – International Journal of Mobile and Blended Learning, 2018
This article suggests an efficient self-directed learning method that will help improve students' actual English ability by adopting Facebook, which is one of the most represented social networking services (SNS). The purpose of this article is to present a practical way in which to implement SNS-based, self-directed English learning by applying…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Adult Learning
Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew – IEEE Transactions on Learning Technologies, 2018
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…
Descriptors: Simulated Environment, Museums, Sciences, Scientific Concepts
Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
Massey, Cynthia Clark – ProQuest LLC, 2018
This study investigated the effects of an instructional technology, a computerized graphic organizer, on vocabulary acquisition skills of students with high-incidence disabilities. Specifically, this study focused on the computerized "Real-World Connections Vocabulary" graphic organizer which was published by Dr. Edwin Ellis in 2015 and…
Descriptors: Students with Disabilities, Educational Technology, Vocabulary Development, Instructional Materials
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Daneshwar Sharma – Business and Professional Communication Quarterly, 2024
Critical thinking and problem-solving are essential skills in management education. ChatGPT and other AI-assisted writing tools might disrupt conventional tools like essay writing and case-study analysis. The project incorporates bibliotherapy-inspired usage of ChatGPT and critical thinking and problem-solving frameworks to make students identify…
Descriptors: Critical Thinking, Problem Solving, Artificial Intelligence, Natural Language Processing
Adi Badiozaman, Ida Fatimawati; Leong, Hugh John; Wong, Wallace – Journal of Applied Research in Higher Education, 2022
Purpose: As an institution that has invested in e-learning infrastructure and technology for e-learning delivery, Swinburne University of Technology Sarawak conducted The Digital Educator Series as a means of embracing this educational disruption. In particular, this paper reports on the first three courses held under the Digital Educator Series…
Descriptors: Foreign Countries, Educational Technology, Electronic Learning, Online Courses
Kasami, Naoko – Research-publishing.net, 2022
This study reports on the results of students' perceptions of Digital Storytelling (DS) in online classes enhanced with synchronous Zoom meetings. Two main problems were identified with remote English as a Foreign Language (EFL) courses conducted primarily as asynchronous classes in spring 2020. Firstly, seven of the 64 participating students…
Descriptors: Foreign Countries, Student Attitudes, College Students, Story Telling
Karen Levesque; Sarah Bardack; Abraham Bahlibi; Antonie Chigeda; Symon Winiko – Society for Research on Educational Effectiveness, 2022
Background: Malawi's primary education system made progress in increasing access to school over the last decade, but is challenged to provide quality learning in the face of expanding enrollment (World Bank 2021). By Standard 4, 19 percent of students still score zero on Standard 1 math items and only 22 percent are able to comprehend a short…
Descriptors: Foreign Countries, COVID-19, Pandemics, Elementary Education

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