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Ronald L. Reyes; Kristina P. Isleta; Jennifer D. Regala; Daisy Mae R. Bialba – Journal of Computer Assisted Learning, 2024
Background: The adoption of virtual laboratories (VLs) has experienced a significant surge, catalysed by the global changes in the educational landscape, notably influenced by the COVID-19 pandemic. Originally supplementary to traditional in-person laboratory experiments, VLs swiftly transitioned into a primary source of hands-on laboratory…
Descriptors: Science Laboratories, Computer Simulation, Educational Technology, Science Instruction
Alvaro M. Lozano-Tarazona; Diego Mauricio Rivera Pinzón – Interactive Learning Environments, 2024
This study is related to the transfer of the header motor skill in soccer from a virtual reality (VR) sport's training to the real world. A total of 61 children (37 females) between 9 and 11 years of age were distributed into three groups: a control group without training; a second group that was trained in an original VR environment developed by…
Descriptors: Team Sports, Psychomotor Skills, Skill Development, Computer Simulation
Amanda K. Edgar; James A. Armitage; Luke X. Chong; Nadeeka Arambewela-Colley; Anuradha Narayanan – Education and Information Technologies, 2024
This paper examines the utility of virtual simulation as an inclusive learning activity. Using a framework derived from literature, the Virtual Simulated International Placements (VSIP) were developed, and we explored the experiences of learners and facilitators to identify the pedagogical practices that they adopted during the learning activities…
Descriptors: Computer Simulation, Program Effectiveness, Inclusion, Cultural Influences
Sherif Adel Gaber – Journal of Education and e-Learning Research, 2024
Augmented reality (AR) has been shown to have a positive impact on children with autism spectrum disorder (ASD) because it can effectively simulate the real environment through interactive experiences created by the integration of digital elements with the outside world. This research aimed to verify the effectiveness of a training program based…
Descriptors: Autism Spectrum Disorders, Simulated Environment, Behavior Modification, Educational Technology
Sanghoon Park; Heoncheol Yun – Educational Technology Research and Development, 2024
Although numerous studies have demonstrated the potential benefits of augmented reality (AR) in education, the influence of education students' learning experiences on their AR technology acceptance in the classroom has yet to be examined thoroughly. In this empirical study, we explored the affective experiences (i.e., positive emotions, negative…
Descriptors: Computer Simulation, Educational Technology, Student Experience, Emotional Response
Tristan Kumor; Lida Uribe-Flórez; Jesús Trespalacios; Dazhi Yang – TechTrends: Linking Research and Practice to Improve Learning, 2024
There has been a limited amount of research that has attempted to determine teaching strategies using adaptive learning systems. Most studies have attempted to measure success of the use of these technologies based on improvements in students' test scores but have lacked to provide any information regarding the pedagogy implemented while using the…
Descriptors: High School Teachers, Mathematics Teachers, Teacher Attitudes, Teaching Methods
Trendeline Haliti-Sylaj; Alisa Sadiku – Eurasian Journal of Applied Linguistics, 2024
Frequent reels that have gained immense popularity on platforms like TikTok, Instagram, and YouTube, significantly reduce attention span and impairs academic performance. This study investigates the impact of frequent exposure to short video reels on undergraduate students' attention span and academic performance, assuming that attention span…
Descriptors: Undergraduate Students, Films, Attention Span, Academic Achievement
Edie C. Sanders – ProQuest LLC, 2024
Prospective memory (PM), the ability to remember to execute an intention in the future, is critical for the performance of everyday tasks important for independence and quality of life. PM failures are associated with negative health, financial, and social outcomes, and are more frequent with increased age and can be even greater for older adults…
Descriptors: Memory, Older Adults, Cognitive Ability, Neurological Impairments
Kathleen B. Aspiranti; Sara Ebner; Lizeth Tomas Flores – Contemporary School Psychology, 2024
Drill-and-practice flashcard interventions are often used when students display delays in sight word recognition and word reading fluency. Sight-phrase interventions connect two to three words together to teach connected text instead of words in isolation. Although studies have shown that students can learn to read sight phrases through a…
Descriptors: Drills (Practice), Instructional Materials, Visual Aids, Handheld Devices
Nazia Alam; Behrooz Mostafavi; Sutapa Dey Tithi; Min Chi; Tiffany Barnes – International Educational Data Mining Society, 2024
Reducing learning time or training time in intelligent tutors is a challenging research problem. In this study, we aim to reduce training time while maintaining student performance in intelligent tutors. We propose a Deep Reinforcement Learning (DRL) based method to determine when students need more training and when they don't. We design an…
Descriptors: Intelligent Tutoring Systems, Training, Time, Artificial Intelligence
Thedpitak, Aekkaphon; Somphong, Monnipha – LEARN Journal: Language Education and Acquisition Research Network, 2021
Mobile applications in smartphones have been used pervasively for various purposes, including language learning enhancement. Therefore, this study attempted to examine Thai EFL (English as a foreign language) learners' attitudes toward their use of mobile applications for language learning and to investigate significant differences regarding their…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Telecommunications
Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
Pongsakdi, Nonmanut; Kortelainen, Arto; Veermans, Marjaana – Education and Information Technologies, 2021
To prepare schools for the demands of the twenty-first century, teachers have been challenged to expand their use of digital technologies in their teaching. This study is a part of OpenDigi, which aimed to create teachers' communities for enhancing digital pedagogy skills and the use of digital assessment tools. The aim of this study is to…
Descriptors: Technological Literacy, Technology Integration, Information Technology, Teacher Attitudes
Björk, Cecilia; Ruthmann, S. Alex; Granfors, Mats; Högväg, Joachim; Andersson, Sören – Music Education Research, 2021
Learning how to actively theorise music is a complex process which is challenging to observe and describe for teachers, students and researchers. In this study, we explore the potential of a mixed-methods research design for understanding how theorising is developed and how the different methodological approaches used in the study can improve our…
Descriptors: Music Theory, Mixed Methods Research, Music Education, Teacher Education Programs
Anthony, Nicole; Wooten, Cynthia – Journal of the American Academy of Special Education Professionals, 2021
For more than two decades, researchers have used technology-based interventions to treat symptoms associated with autism spectrum disorder (ASD). Drawing on a preference for technology-driven devices, many advances have been made in the research and treatment of ASD; however, the overwhelming majority of the technology-based interventions are used…
Descriptors: Autism, Pervasive Developmental Disorders, Intervention, Communication Skills

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