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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Liao, Yin-Chan; Ottenbreit-Leftwich, Anne; Zhu, Meina; Jantaraweragul, Katie; Christie, Laura; Krothe, Kandi; Sparks, Katy – TechTrends: Linking Research and Practice to Improve Learning, 2021
K-12 online learning can be advantageous in a variety of circumstances, including inclement weather days and emergency remote teaching. With the lessons learned from the COVID-19 pandemic, many K-12 districts may consider ways to incorporate online learning into their regular school plans after they resume face-to-face instruction. However, the…
Descriptors: Elementary School Teachers, Elementary School Students, COVID-19, Pandemics
Nelson, David; Bonem, Emily; FitzSimmons, Jason – Journal of Learning Spaces, 2023
This study analyzes instructor attitudes toward 26 collaborative spaces at a large, R1 university in the United States. The authors conducted 151 interviews with instructors, identifying elements of classroom spaces that helped or hindered teaching and student learning. Approximately 44% of the instructors (n=67) had participated in a professional…
Descriptors: Teacher Attitudes, College Faculty, Teaching Methods, Active Learning
Hannah Thompson; Jiling Liu – Strategies: A Journal for Physical and Sport Educators, 2024
This article introduces a unique application, ClassDojo, that can be easily used in elementary classrooms, including physical education classes. Specifically, it describes the three features that are most relevant to class management, assessment, and communication in physical education. This application can enrich physical educators' repertoire of…
Descriptors: Elementary Education, Physical Education, Computer Software, Handheld Devices
Yonghai Zhu; Shiyu Yan; Jiayu Tao; Li Zhang – Education and Information Technologies, 2024
This study explores the relationship between teacher teaching support, student involvement, technical environment support, and online teaching effectiveness among K-12 students from the perspective of teaching systems (teacher teaching support, student involvement, and technical environment support) and the differences between online teaching…
Descriptors: Teaching Methods, Instructional Effectiveness, Electronic Learning, Elementary School Students
Cathal Doyle; Stephen Ross; Cathy Buntting; Matt Boucher; Tanya Kotzé – set: Research Information for Teachers, 2023
This article reports on a case study from a larger project exploring ways in which online citizen science projects can enhance students' learning in science and in digital technology. In this case, two teachers integrated the digital technology curriculum with the science capability "interpreting representations" using the engaging…
Descriptors: Foreign Countries, Science Education, Grade 6, Grade 7
Aitor Ruiz de la Torre Acha; Rosa María Rio Belver; Javier Fernandez Aguirrebeña; Christophe Merlo – Education & Training, 2024
Purpose: This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences. Design/methodology/approach: Utilizing a quantitative…
Descriptors: Computer Simulation, Information Technology, Engineering Education, Learning Processes
Budiyanto, Cucuk Wawan; Shahbodin, Faaizah; Khoirul Umam, Muhammad Ulin; Isnaini, Ratih; Rahmawati, Anayanti; Widiastuti, Indah – Online Submission, 2021
Technology and smart devices have become ubiquitous staples in every aspect of human life. Given the rise of computation in everyday life, introducing technology to early childhood students requires exposure to logical thinking and problem-solving skills through programming approaches or computational thinking. This research addresses an inquiry…
Descriptors: Technology Uses in Education, Educational Technology, Parent Participation, Student Participation
Blanchard, Katherine Pedersen; Fregoso-Urrutia, Daniela Julia; Guevara, Juan Carlos Andrade – Childhood Education, 2021
As the COVID-19 pandemic became widespread in early 2020, people around the world felt scared, confused, and at a loss for how to help their fellow humans. Suddenly, young and old alike needed to understand the science of virology and how to protect themselves and others, while the world's scientific understanding of the specific COVID-19 virus…
Descriptors: Foreign Countries, Rural Areas, Community Involvement, COVID-19
Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
Patricia Diaz; Stefan Hrastinski; Per Norström – Interactive Learning Environments, 2024
Teacher educators' distinct and dual task of educating future teachers includes using digital tools to support students' ongoing learning while exemplifying appropriate teaching strategies where the use of digital tools, such as response systems (RSs), are commonly occurring. RSs have been used in higher education for a long time, and many studies…
Descriptors: Teacher Educators, Audience Response Systems, Student Participation, Learner Engagement
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
Barrow, Elizabeth C. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2023
My biggest fear about teaching a social studies methods class with COVID restrictions was talking "at" my teacher candidates and not modeling interactive and engaging social studies education. Social studies education should be engaging and student-centered. In this article, I offer technological adaptations to lessons that center around…
Descriptors: Learner Engagement, Social Studies, Educational Technology, Methods Courses
Joe Greenwood – Journal of Learning Development in Higher Education, 2023
With the pivot back to on-campus teaching, many students find themselves in an unfamiliar learning environment: the lecture theatre. This can result in low rates of participation in lectures, especially with a diverse student demographic, including English as an Additional Language students. This can result in exclusion from learning for these…
Descriptors: Educational Technology, Student Participation, Lecture Method, In Person Learning