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Mughaz, Dror; Cohen, Michael; Mejahez, Sagit; Ades, Tal; Bouhnik, Dan – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2020
Aim/Purpose: Using Artificial Intelligence with Deep Learning (DL) techniques, which mimic the action of the brain, to improve a student's grammar learning process. Finding the subject of a sentence using DL, and learning, by way of this computer field, to analyze human learning processes and mistakes. In addition, showing Artificial Intelligence…
Descriptors: Artificial Intelligence, Teaching Methods, Brain Hemisphere Functions, Grammar
Huang, Shu; Renandya, Willy A. – Innovation in Language Learning and Teaching, 2020
This article reports on an exploratory study which investigated the impact of automated feedback in a writing class among some Chinese EFL university learners who were at a lower language level. In particular, the study explored the students' perceptions of Pigai, the largest and most popular locally designed automated writing evaluation system…
Descriptors: English (Second Language), College Students, Second Language Learning, Second Language Instruction
Sunarto, M. J. Dewiyani; Hariadi, Bambang; Sagirani, Tri; Amelia, Tan; Lemantara, Julianto – International Journal of Instruction, 2020
The purpose of this study is to develop a Web- and Android-based learning application for high school students, named MoLearn. To meet teacher needs, a preliminary study was conducted by conducting interviews and field observations. The design and development follow the ADDIE model, with stages namely (1) analysis of needs, (2) design of…
Descriptors: Teaching Methods, Learning Processes, Computer Software, Science Teachers
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Talakoub, Chelsea – Region 15 Comprehensive Center, 2020
Due to the COVID-19 pandemic, the world of education has had to abruptly pivot to relying heavily on digital methods of delivery. For teachers, much of their professional learning has gone digital as well. To help those in charge of developing and delivering teacher professional learning online, this knowledge brief produced by the Region 15…
Descriptors: COVID-19, Pandemics, Distance Education, Teaching Methods
Martin, Kit; Lam, Eva – Grantee Submission, 2020
Transnational youth use digital media to affiliate with diverse cultural and linguistic practices, as demonstrated through the use of multiple languages and hybrid linguistic codes, media genres and multimodal expressions in the youths' online communication and writing (Black, 2009; Domingo, 2014; Kim, 2016). This study introduces a learning…
Descriptors: Multilingualism, Information Technology, Language Usage, Code Switching (Language)
Munn, Carol A. – ProQuest LLC, 2020
This research study explored robotics as the catalyst for computational thinking (CT) by sixth-grade students as they are engaged in a science lesson. The interactions, understandings, and applications are discussed, along with the participants' connections and implementations of CT concepts (decomposition, abstraction, pattern recognition, and…
Descriptors: Robotics, Grade 6, Units of Study, Science Instruction
Hayashi, Kotaro; Sato, Takeshi – Research-publishing.net, 2020
This study investigates the effectiveness of an Artificial Intelligence (AI) speaker as a device used for interactions in a foreign language (L2), and a tracking eye installed on the speaker to reduce L2 anxiety. L2 anxiety is an urgent issue since the anxiety derived from a fear of being judged, being negatively evaluated, or being rejected by…
Descriptors: Second Language Learning, Second Language Instruction, Eye Movements, Artificial Intelligence
Çekmez, Erdem; Bülbül, Buket Özüm – Interactive Learning Environments, 2018
Problem-solving is regarded as a major component of mathematical performance, and well-designed problem-solving-based learning environments have the potential to assist students in developing a meaningful understanding of mathematical concepts and procedures. In this respect, given its various features, dynamic mathematics software has been…
Descriptors: Mathematics Instruction, Problem Solving, Mathematical Concepts, Teaching Methods
Muchlas – Turkish Online Journal of Educational Technology - TOJET, 2018
This research is aimed to prepare a desktop-based learning media that can be used to support an online lab activities using android smartphones in Electrical Machinery Course at the Department of Electrical Engineering for the undergraduate level. This work uses a conceptual development model which integrates some sub systems of internet…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Vania, Pia Fildzah; Setiawan, Wawan; Wijaya, Agus Fany Chandra – Journal of Science Learning, 2018
This research aims to investigate the use of Edmodo as web-based learning in learning thermal physics in junior high school. The analysis of this research focused on students' cognitive and motivation in the classroom. The method used in this research was quasi-experiment with the pretest-posttest design. One class taken as a sample in this…
Descriptors: Web Based Instruction, Physics, Science Instruction, Teaching Methods
Skordaki, Efrosyni-Maria; Bainbridge, Susan – International Review of Research in Open and Distributed Learning, 2018
This paper presents the results of a research study on scientific software training in blended learning environments. The investigation focused on training approaches followed by scientific software users whose goal is the reliable application of such software. A key issue in current literature is the requirement for a theory-substantiated…
Descriptors: Computer Software, Blended Learning, Educational Technology, Technology Uses in Education
Herrington, Deborah G.; Sweeder, Ryan D. – Journal of Chemical Education, 2018
Recent articles in this "Journal" have advocated for focusing instruction on core ideas of the discipline and moving assessment beyond content knowledge to also eliciting evidence about what students can do with their knowledge. Yet, the deep connected learning supported by this kind of instruction and assessment requires students to…
Descriptors: Self Evaluation (Individuals), Teaching Methods, Learning Activities, Student Attitudes
Diaz-Nunja, Luis; Rodríguez-Sosa, Jorge; Lingán, Susana K. – Journal of Educational Psychology - Propositos y Representaciones, 2018
The study evaluated the effects of the use of GeoGebra software in the teaching of geometry with high school students in the development of their capacities for reasoning and demonstration, mathematical communication and problem-solving. The framework of the study was the increasing presence of technologies in the school teaching of mathematics in…
Descriptors: High School Students, Computer Software, Mathematics Instruction, Computer Assisted Instruction
MacLeod, Jason; Yang, Harrison Hao; Zhu, Sha; Shi, Yinghui – Journal of Educational Computing Research, 2018
In an effort to address student engagement challenges, much research has explored student-to-student connected classroom climate (CCC). Research positively associates CCC to the benefits of student integration, learning, and retention in face-to-face environments. However, few studies have examined CCC in computer-mediated environments. This study…
Descriptors: Classroom Environment, Computer Networks, Computer Software, Computer Mediated Communication

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