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Afis Baghiz Syafruddin; Hayuni Retno Widarti; Deni Ainur Rokhim – Turkish Online Journal of Distance Education, 2024
This study aims to determine the feasibility of Instagram-based chemistry learning media and the results of increasing student interest in learning acid-base material in everyday life with a multi-representation approach. The method used in this study is the ADDIE research and development model (Analysis, Design, Development, Implementation, and…
Descriptors: Social Media, Chemistry, Student Interests, Program Effectiveness
Abigail Cole – ProQuest LLC, 2024
Disproportionality in special education is a complex issue adversely impacting African-American students. African-American students experience disproportionality in referral to special education and identification with a disability, removing them from the general education setting and resulting in denial of access and socialization with their…
Descriptors: Disproportionate Representation, Special Education, African American Students, Disability Identification
Makbule Gözde Didis Kabar; Janet Walkoe; Mary Ziegler Zimmerman – Online Submission, 2024
Algebra holds an important role in school mathematics, and teachers must recognize the broad range of algebraic ideas and develop a deep understanding of these concepts to teach algebra conceptually. This study aims to investigate two pre-service middle school mathematics teachers' (PSTs) conceptualization of algebraic thinking before and after…
Descriptors: Algebra, Mathematics Instruction, Mathematical Logic, Middle School Teachers
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
Bibek Kattel; Winn Elliott Hutchcraft; Elizabeth Norell – Discover Education, 2024
This paper explores the implementation and effectiveness of flipped learning methodology, in an upper-division undergraduate electrical engineering course at a public research university. Given the limited research on flipped learning practices in engineering education, this study highlights the potential of flipped learning while addressing its…
Descriptors: Flipped Classroom, Program Effectiveness, Undergraduate Students, Student Attitudes
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Frances Amato – ProQuest LLC, 2024
Interest in one-to-one (1:1) device programs, where schools provide each student with their own computing device, has increased across the United States. The problem this study addressed was whether primary teachers' perceived usefulness, ease of use, organizational support, and technical support of a 1:1 device program is related to their…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Educational Technology
Suzannie K. Y. Leung; Joseph Wu; Jenny Wanyi Li; Yung Lam; Oi-Lam Ng – Early Childhood Education Journal, 2025
Educators and researchers are becoming interested in cultivating computational thinking (CT). However, in the Hong Kong context, CT-related studies regarding young children are rarely found. The present study aimed to use an unplugged digital arts activity to examine the CT concepts that children performed and document their CT developmental…
Descriptors: Foreign Countries, Computation, Thinking Skills, Young Children
Büsra Parlar; Selim Soner Sütçü – Journal of Computer Assisted Learning, 2025
Background: AR allows users to experience a digital world that blends seamlessly with the physical world, creating an immersive and interactive experience. This is directly in line with the principles of Situated Learning Theory (SLT) that aim to put students in authentic situations in which they can be actively immersed in real-world activities.…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Farzaneh Khodabandeh – Language Teaching Research, 2025
Integrating improved technologies such as augmented reality (AR) within flipped classes has gained popularity among scholars. This study was carried out to examine the effect of AR-based instruction on English as a foreign language (EFL) learners' speaking skills in online flipped and face-to-face classes. To this end, out of 65 students who had…
Descriptors: Computer Simulation, Flipped Classroom, Program Effectiveness, Technology Uses in Education
Chinaza Solomon Ironsi; Sarah Solomon Ironsi – Open Learning, 2025
While there are laudable studies on the challenges of flipped learning and hybrid models adopted during the COVID-19 pandemic, limited studies exist on the advancements achieved through digitally enhanced learning. Eliciting information from preservice teachers on their experiences while switching to different learning environments during the…
Descriptors: Flipped Classroom, Blended Learning, COVID-19, Pandemics
Sriwichai Netniyom; Pinanta Chatwattana; Pallop Piriyasurawong – Higher Education Studies, 2025
The development of artificial intelligence competency on the flipped classroom with demonstration learning platform is the study that was conducted with the ideas to enhance the quality of Thai youths so that it would align with the instruction management in the age of artificial intelligence (AI), in which a number of AI applications have been…
Descriptors: Artificial Intelligence, Flipped Classroom, Competence, Technology Uses in Education
Brian K. Hornbuckle; Asimoula Valai; Audrey L. McCombs; Elizabeth A. Griffin – Journal of Science Education and Technology, 2025
We investigate a personal response system (PRS) pedagogy for lecture halls that encourages active engagement yet lowers barriers for implementation by eliminating the need to address student requests to make up questions because students must answer (not necessarily correctly) only more than half (greater than or equal 50%) of PRS questions to…
Descriptors: Audience Response Systems, Undergraduate Students, Science Education, Grades (Scholastic)
Rindria Rachma Dewi; W. Wisanti; Y. Yuliani – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The development of the 21st century in the Industrial Revolution 4.0 demands quality human resources with communication, collaboration, critical thinking, and creativity skills in supporting the implementation of the Merdeka Curriculum. This study aimed to analyze the effectiveness of e-module discovery learning integrated with Surabaya…
Descriptors: Foreign Countries, Program Effectiveness, Educational Technology, Learning Modules

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