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Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Vernon, Zachary; Paz, Analee – International Journal of Art & Design Education, 2023
This article introduces a pedagogical approach in design education referenced as creative authenticity. Creative authenticity is defined as an ongoing process of learning to create through intrinsically motivated, self-aware and self-affirming actions and rationales. The concept is grounded in Constructivist learning theory, Postmodernist views of…
Descriptors: Creativity, Design, Teaching Methods, Constructivism (Learning)
Tietjen, Phil; Ozkan Bekiroglu, Saliha; Choi, Koun; Rook, Michael M.; McDonald, Scott P. – Pedagogy, Culture and Society, 2023
Institutions are increasingly redesigning academic learning spaces with the aim of enhancing learning outcomes. Existing research into this phenomenon has shown promise regarding how these new spaces are being designed and used; however, there has been much less effort towards developing a language for analysing the emergent learning activity…
Descriptors: Learning Activities, Proximity, Educational Environment, Learning Experience
Jazihan Mahat; Norlidah Alias; Farrah Dina Yusop – Interactive Learning Environments, 2023
Interest in the practice of gamification has grown rapidly in the field of education and training. Organisations implement gamification in various areas to boost employee motivation, including professional training. The present study comprises a systematic literature review on gamified professional training among employees. It was guided by the…
Descriptors: Game Based Learning, Learning Management Systems, Professional Development, Research Reports
Steven L. Rogers; Adam J. Jeffery; Jamie K. Pringle; Antonia C. Law; Alexandre Nobajas; Katie Szkornik; Angela C. Turner; Adam Moolna; Ben Davenward; Luke Hobson – Journal of Learning Development in Higher Education, 2023
Living Labs provide stakeholders with authentic and spontaneous environments in which innovations and technologies can be developed. This paper highlights the use of Living Labs as an educational teaching and learning environment. We give four current examples of practice and present a conceptual framework for pedagogic design and development of…
Descriptors: Experiential Learning, Authentic Learning, Learning Laboratories, Foreign Countries
Panagiotis Panagiotidis – European Journal of Education (EJED), 2024
Efforts to utilize AI in education, and especially in language education, have their roots in the 60s with the appearance of the first rule-based systems. However, recent advances in Artificial Intelligence (AI) and more specifically the introduction of ChatGPT, have given a new perspective to language learning. The integration of AI, natural…
Descriptors: Artificial Intelligence, Computer Software, Computational Linguistics, Second Language Learning
Alison G. Boardman; Joseph L. Polman; Karla Scornavacco; Ashley Seidel Potvin; Antero Garcia; Bridget Dalton; Kristina Stamatis; Aaron Guggenheim; Jessica L. Alzen – AERA Open, 2024
Project-based learning (PBL) grounds instruction in authentic learning experiences where students engage in real-world explorations that culminate in a final product or performance. We report on a mixed methods study with 43 ninth-grade English language arts (ELA) teachers (22 PBL and 21 comparison) and 1,671 students exploring the feasibility of…
Descriptors: Active Learning, Student Projects, Language Arts, English Teachers
Wei Zhang – International Society for Technology, Education, and Science, 2024
Driven by new modes of information dissemination in this digital age and propelled by the necessity for online course delivery during the recent pandemic, online education, the current form of distance education, is not only the trend but the reality of teaching and learning today. It utilizes the internet and computer technology to offer…
Descriptors: Online Courses, Learning Experience, Electronic Learning, Distance Education
Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
Daner Sun; Chee-Kit Looi; Yuqin Yang; Fenglin Jia – British Journal of Educational Technology, 2025
Universities, significantly impacted by the shift to online learning during pandemic, must critically evaluate their teaching methods and outcomes to enhance performance in the post-pandemic era. However, there has been a limited examination of whether students achieved comparable levels in cognition and social interaction during the pandemic…
Descriptors: Academic Achievement, Computer Assisted Instruction, Cooperative Learning, Pandemics
Sakirulai Olufemi Isiaq; Louise Usher – Journal of Learning Development in Higher Education, 2025
This study explores postgraduate students' perceptions of the effectiveness of collaborative learning within computer-based environments. The research investigates the distinctions between collaborative learning and group work, examining how students' attitudes and behaviours differ, and the subsequent impact on learning outcomes. Findings reveal…
Descriptors: Graduate Students, Masters Programs, Cooperative Learning, Computer Assisted Instruction
Chau Thuc Quyen; Huu Chanh Nguyen – Dinamika Ilmu, 2025
This study examines Vietnamese non-English major students' perceptions of Blooket, a game-based learning tool for English language education. Using a mixed-methods approach based on Asniza et al.'s (2021) framework, researchers collected survey data and conducted interviews to assess factors affecting student engagement. Quantitative results…
Descriptors: Foreign Countries, Nonmajors, English (Second Language), Second Language Learning
Abna Hidayati; Eldarni; Solfema; Ciptro Handrianto; Vevi Sunarti – Journal of Education and e-Learning Research, 2023
This research aimed to find a strategy to integrate web-based learning based on authentic learning by identifying the dominant factors regarding teachers' authentic activities. The research method was a teacher survey that used web-based learning. Questionnaires were given to 100 teachers regarding the use of authentic activities. The…
Descriptors: Web Based Instruction, Authentic Learning, Distance Education, Electronic Learning
Zamecnik, Andrew; Kovanovíc, Vitomir; Joksimovíc, Srécko; Grossmann, Georg; Ladjal, Djazia; Marshall, Ruth; Pardo, Abelardo – Journal of Computer Assisted Learning, 2023
Background: Maintaining cohesion is critical for teams to achieve shared goals and performance outcomes within a work-integrated learning (WIL) environment. Cohesion is an emergent state that develops over time, representing the synchrony of different behavioural interactions. Cohesive teams will exhibit such phenomena by their temporal…
Descriptors: Data Use, Group Dynamics, College Students, Cooperative Learning
Brown, J. Allen – Journal of Education for Business, 2023
This study explores the creation of an experiential learning exercise (ELE) to simulate a generic operations management scenario. Through the case study, students are provided the opportunity to gain tacit understanding of learning curves by doing tasks and observing tasks. The students' tacit understanding is captured through learning rates. The…
Descriptors: Experiential Learning, Business Administration Education, Business Administration, Learning Activities

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