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Roberts, David – Active Learning in Higher Education, 2019
An important contemporary challenge to the large-group lecture in higher education is that it encourages passive learning which is claimed to be out of sync with academic rhetoric and social needs. Attempts to change this practice have salvaged some aspects of the higher education experience for students, but they have not transformed the learning…
Descriptors: Active Learning, Visual Aids, Imagery, Higher Education
Mandak, Kelsey; Light, Janice; McNaughton, David – Journal of Autism and Developmental Disorders, 2019
Despite the importance of literacy in today's educational curriculum, learning to read is a challenge for many children with autism spectrum disorder (ASD). One of the foundational skills of early literacy learning is the ability to recognize sight words. This study used a single-subject, multiple-probe, across-participants design, to investigate…
Descriptors: Autism, Pervasive Developmental Disorders, Literacy Education, Preschool Children
Johnson, William F.; Stellmack, Mark A.; Barthel, Abigail L. – Teaching of Psychology, 2019
Electronic feedback given via word-processing software (e.g., track changes in Microsoft Word) allows for a simple way to provide feedback to students during the drafting process. Research has mostly focused on student attitudes toward electronic feedback, with little investigation of how feedback format might affect the quality of instructor…
Descriptors: Feedback (Response), Writing Evaluation, Writing Assignments, Educational Technology
Paulus, Trena M.; Pope, Elizabeth M.; Woolf, Nicholas; Silver, Christina – International Journal of Social Research Methodology, 2019
Few studies have explored approaches to teaching qualitative data analysis software (QDAS). As more researchers rely on self-teaching, more research into best practices for developing QDAS expertise is warranted. In this paper, we report our experience using the Five-Level QDA® method to guide the design of an introductory ATLAS.ti workshop. By…
Descriptors: Qualitative Research, Data Analysis, Computer Software, Workshops
Yeomans, Lucy; Zschaler, Steffen; Coate, Kelly – ACM Transactions on Computing Education, 2019
Programming skills are an increasingly desirable asset across disciplines; however, learning to program continues to be difficult for many students. To improve pedagogy, we need to better understand the concepts that students find difficult and which have the biggest impact on their learning. Threshold-concept theory provides a potential lens on…
Descriptors: Programming, Student Attitudes, Attitudes, Concept Formation
Boyd, Tiffany; Wise, Lindsay – Center for the Integration of IDEA Data, 2019
Eleven states have worked with CIID, over the past three years, to integrate their IDEA data and to implement Generate, a software application that improves data quality and automates reporting through standardization. These eleven states have realized notable data quality improvements that will be shared in this brief to help states across the…
Descriptors: Information Management, Educational Legislation, Equal Education, Students with Disabilities
Luo, Linlin; Kiewra, Kenneth A. – IDEA Center, Inc., 2019
Students often fail to write effective synthesis essays that compare multiple sources across common intersecting categories. Instead, they compose flawed essays that focus primarily on one source and then add a few ideas from other sources (patchwriting); report ideas from all sources in a disjointed fashion (tag-all writing); or draw from one…
Descriptors: Teaching Methods, Synthesis, Writing Instruction, Essays
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
Smeets, Roger; Broaekman, Francette; Bouwers, Eric – International Educational Data Mining Society, 2019
Research on automated affect detection in educational software using play log data has shown promising results. Yet most studies use classroom-based software designed for adolescents or adults. In this paper, we aim to detect affection in an online educational platform primarily aimed at home use by young children. This presents two challenges: we…
Descriptors: Computer Software, Young Children, Evaluation Methods, Psychological Patterns
Frankenberg-Garcia, Ana; Rees, Geraint; Lew, Robert; Roberts, Jonathan; Sharma, Nirwan; Butcher, Peter – Research-publishing.net, 2019
This short paper summarizes the development of ColloCaid (www. collocaid.uk), a text editor that supports writers with academic English collocations. After a brief introduction, the paper summarizes how the lexicographic database underlying ColloCaid was compiled, how text editor integration was achieved, and results from initial user studies. The…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, Vocabulary
Daniel J. Anderson – Analytic Teaching and Philosophical Praxis, 2019
Getting individuals to invest in reason is often an uphill battle for Community of Philosophical Inquiry (CPI) practitioners, especially when the CPI experience does not straightforwardly model decision-making outside the classroom. Intermittently using roleplaying games (RPG's) to conduct CPI's may help in this regard, as it provides individuals…
Descriptors: Philosophy, Communities of Practice, Thinking Skills, Role Playing
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro – International Association for Development of the Information Society, 2016
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
Descriptors: Virtual Classrooms, Computer System Design, Computer Software Evaluation, Computer Software
Jiang, Xiangying; Rollinson, Joseph; Plonsky, Luke; Gustafson, Erin; Pajak, Bozena – Foreign Language Annals, 2021
Duolingo is a commercial language-teaching platform that offers free courses on the web and on mobile apps. This study reports the ACTFL listening and reading proficiency levels of adult Duolingo learners who had completed beginning-level courses in Spanish or French. The participants (n = 225) were learners residing in the United States, had…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Daud, Wan Ab Aziz Wan; Ghani, Mohammad Taufiq Abdul; Rahman, Ahmad Abdul; Yusof, Mohd Akashah Bin Mohamad; Amiruddin, Ahmad Zaki – Journal of Language and Linguistic Studies, 2021
This research focuses on the production and creation of educational materials for Arabic vocabulary learning using Augmented Reality Technology, namely ARabic-Kafa, which can support both teachers and students. The Marker Based Tracking tool is used in this Augmented Reality application. This method was employed because it can read objects and…
Descriptors: Semitic Languages, Vocabulary Development, Computer Simulation, Computer Software
Sorenson, Rachel – Update: Applications of Research in Music Education, 2021
The purpose of this study was to examine the perceptions of undergraduate music education majors regarding the skills needed to teach popular music classes, and their comfort level with those skills. Preservice music educators (N = 81) completed a researcher-designed questionnaire describing their previous experiences with popular music, their…
Descriptors: Undergraduate Students, Music Education, Majors (Students), Popular Culture

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