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Gwo-Jen Hwang; Kai-Yu Tang; Yun-Fang Tu – Interactive Learning Environments, 2024
This study provides research-based evidence to profile: (1) the roles of artificial intelligence in nursing; (2) its research applications; and (3) the research trends for future study. On the basis of the PRISMA statement, a series of AI and nursing education related keywords from the literature were used to retrieve high-quality journal articles…
Descriptors: Foreign Countries, Nursing Education, Nursing, Nursing Research
Cristina de-la-Peña; Beatriz Chaves-Yuste; María Jesús Luque-Rojas – Journal of College Reading and Learning, 2024
Recent studies have shown contradictory results on the influence of digital technology on the level of reading comprehension performance in college students. This paper examines the existence of differences in reading comprehension between the use of digital technology and traditional support in college students. A meta-analysis of international…
Descriptors: Printed Materials, Electronic Publishing, Technology Uses in Education, College Students
Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
Karen Ann Walstra; Johannes Cronje; Thirusellvan Vandeyar – Electronic Journal of e-Learning, 2024
Virtual reality (VR) is used across the educational spectrum (higher education, high school, primary school, and even pre-school); however, primary school teachers' perceptions of using VR in their classrooms require further research. A brief review of the literature of 100 existing articles related to teaching within the primary school context…
Descriptors: Computer Simulation, Elementary School Teachers, Teacher Attitudes, Technology Uses in Education
Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
Pin-Hui Li; Hsin-Yu Lee; Chia-Ju Lin; Wei-Sheng Wang; Yueh-Min Huang – Journal of Educational Computing Research, 2025
The core purpose of integrating inquiry-based learning strategies into STEM activities is to create a challenging learning environment that stimulates students' active learning, thereby effectively enhancing their interest in learning, thinking skills, and practical application abilities. To achieve these goals, developing more technology-assisted…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Active Learning
Chiang, Yu-Chen; Liu, Shao-Chieh – Journal of Baltic Science Education, 2023
STEM education is a crucial learning area to understand important concepts and gain 21st-century skills in different disciplines, explore scientific knowledge, and solve problems in daily life. However, research in STEM education is scarce on extended reality technologies. This research examined the effects of extended reality integrated STEM on…
Descriptors: Computer Simulation, STEM Education, Academic Achievement, Student Reaction
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Zhang, Xiaotian; Zhou, Mingming – Education and Information Technologies, 2023
A growing body of research has examined the relations of dispositions toward information and communication technology (ICT) to intercultural competence among university students. However, there is little research exploring the associations between ICT-related dispositions and intercultural competence among adolescent students. The mechanism of…
Descriptors: Adolescents, Educational Technology, Technology Uses in Education, Personal Autonomy
Cheryl Wei-Yu Chen – Computers in the Schools, 2024
Podcasting has become a popular medium for people to express themselves and share their knowledge with a global audience. However, there is still a lack of research on how podcasting can be used as a tool for education and personal development. The current study, framed in Jenkins' participatory culture where artistic expression and civic…
Descriptors: Audio Equipment, English (Second Language), Second Language Learning, Undergraduate Students
Feifei Wang; Alan C. K. Cheung – Review of Educational Research, 2025
Although robots' social behaviors are known for their capacity to facilitate learner-robot interaction for language learning, their application and effect have not been adequately explored. This study reviewed 59 empirical articles to examine the contexts and application of various social behaviors of robots for language learning, and conducted a…
Descriptors: Robotics, Social Behavior, Second Language Learning, Elementary Secondary Education
Sumardani, Dadan; Sipayung, Elly Ramadhani; Chiu, Po-Sheng – Innovations in Education and Teaching International, 2023
The crystal structure is an important topic in the STEM field and the basic knowledge to determine the material structure and its behaviour. There is a wealth of literature on three-dimensional (3D) and augmented reality (AR) technology to represent 3D crystal environments to provide a new way of visualisation and to foster spatial skills. This…
Descriptors: Spatial Ability, Thinking Skills, Computer Simulation, Physical Sciences
Yun-Fang Tu – Educational Technology & Society, 2024
With the rapid development of generative artificial intelligence (GAI), the performance and usability of related tools, such as ChatGPT, have significantly improved. The advancement has fostered researchers to increasingly focus on students' perceptions and application of the roles, functionalities, and interaction patterns of these tools in…
Descriptors: Artificial Intelligence, Interaction, Undergraduate Students, Student Attitudes
Hoa Thi Hoang Chau; Hung Phu Bui; Quynh Thi Huong Dinh – Education and Information Technologies, 2024
This study explores the impacts of an online collaborative learning program on students' intercultural communication apprehension (ICA) and intercultural communicative competence (ICC). The participants were 150 voluntary students (73 Vietnamese and 77 Taiwanese students). The students were assigned into two groups. The Control Group consisted of…
Descriptors: Cooperation, Electronic Learning, Influences, Intercultural Communication
Prapawan Trakulkasemsuk; Wannapa Trakulkasemsuk – rEFLections, 2024
This study investigates the use of design elements in the advertisement posters on the Facebook pages of ten Thai universities, comprised of five government and five private institutions. Using the Multimodal Corpus Analysis Tool (MCAT), the study systematically analyzed the color characteristics and dominant colors employed in the universities'…
Descriptors: Social Media, Visual Aids, Student Projects, Corporations