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Mundorf, Abigail M. D.; Lazarus, Linh T. T.; Uitvlugt, Mitchell G.; Healey, M. Karl – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2021
The temporal contiguity effect (TCE) is the tendency for the recall of one event to cue recall of other events originally experienced nearby in time. Retrieved context theory proposes that the TCE results from fundamental properties of episodic memory: binding of events to a drifting context representation during encoding and the reinstatement of…
Descriptors: Incidental Learning, Correlation, Recall (Psychology), Cues
Ðoric, Biljana; Lambic, Dragan; Jovanovic, Željko – Research in Science Education, 2021
The aim of this study was to determine the impact of three different software simulations for studying Ohm's law and connecting resistors on students' academic performance. A total of 168 eighth-grade pupils were divided into three groups. The first group used the software containing the simulation with an already created electrical circuit, an…
Descriptors: Grade 8, Feedback (Response), Computer Software, Computer Simulation
Conway, Andrew R. A.; Kovacs, Kristof; Hao, Han; Rosales, Kevin P.; Snijder, Jean-Paul – Journal of Intelligence, 2021
Process overlap theory (POT) is a new theoretical framework designed to account for the general factor of intelligence ("g"). According to POT, g does not reflect a general cognitive ability. Instead, "g" is the result of multiple domain-general executive attention processes and multiple domain-specific processes that are…
Descriptors: Individual Differences, Attention, Intelligence, Executive Function
Duncan-Vaidya, Elizabeth A.; Stevenson, Erica L. – Anatomical Sciences Education, 2021
Despite an increase in the use of technology in undergraduate anatomy education, and the rising popularity of online anatomy courses at community colleges in the United States, there have been no reports on the efficacy of augmented reality on anatomy education in this population. The purpose of this study was to test the hypothesis that augmented…
Descriptors: Community Colleges, Two Year College Students, Technology Uses in Education, Anatomy
Sirotová, Mariana; Michvocíková, Veronika – European Journal of Contemporary Education, 2021
The submitted study is of theoretical-empirical character. The theoretical part defines given key terms related to the issue of supervised teaching practice for future teachers. In addition to a brief characterisation of supervised teaching practice, attention is paid to the position and importance of information and communication technologies in…
Descriptors: Computer Simulation, Preservice Teachers, Preservice Teacher Education, College Students
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Zainuddin, Norziha Megat Mohd; Maarop, Nurazean; Hassan, Wan Azlan Wan – Asian Journal of University Education, 2021
Satisfaction is an important usability attribute in developing a courseware which involves end users. Measuring satisfaction among hearing-impaired students is different than measuring it among common students because they learn using sign language and have different learning styles. An educational courseware for hearing-impaired students is…
Descriptors: Hearing Impairments, Courseware, Computer Simulation, Student Satisfaction
Kartal, Mert – Journal of Political Science Education, 2021
What is the role of Model United Nations (MUN) in facilitating deep learning and professional skills attainment in the classroom? Using a 15-week MUN course, I gather data on student progress in four levels of knowledge: factual, conceptual, procedural, and metacognitive. I use pre- and post-activity surveys as well as the instructor's own…
Descriptors: International Relations, Political Science, College Instruction, Job Skills
Cohen, Alex; Alden, John; Ring, Jonathan – Journal of Political Science Education, 2021
Active learning--and gaming, in particular--is now a well-established part of many political science courses. First, we discuss the design and implementation of a "Gateway Game", a pedagogical tool with broad applicability and test its effectiveness in increasing student motivation, satisfaction, and learning. Crucially, we provide…
Descriptors: Educational Games, Active Learning, Political Science, Student Interests
Wahl-Alexander, Zachary; Brezwyn, Jessica – Journal of Physical Education, Recreation & Dance, 2021
An emerging issue in many physical education teacher education programs across the country is the limited pedagogical knowledge and hands on teaching experience of pre-service teachers going into any early clinical setting. Due to the lack of experience and knowledge, pre-service teachers may not be successful when given the opportunity to provide…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Physical Education Teachers
Kirmizigül, Asli Saylan – Shanlax International Journal of Education, 2021
This study investigates the effects of the Algodoo interactive learning program on fifth-grade students' achievement in science and motivation towards science. The research was carried out in the fall semester of the 2020-2021 academic year with the participation of 110 fifth grade students. In the study, a pre-test-post-test control group…
Descriptors: Middle School Students, Grade 5, Student Motivation, Science Achievement
Kourgiantakis, Toula; Hu, Ran; Ramsundarsingh, Susan; Lung, Yu; West, Keri J. – Journal of Social Work Education, 2021
Preparing students for social work practice is an important responsibility shared by field education and schools of social work. The COVID-19 pandemic has caused disruptions to social work practice training and education in the classroom and field. This teaching note describes an online simulation-based learning activity known as Virtual Practice…
Descriptors: Teaching Methods, Electronic Learning, COVID-19, Pandemics
Chan, Wendy – Journal of Experimental Education, 2021
Statisticians have developed propensity score methods to improve generalizations from studies that do not employ random sampling. However, these methods rely on assumptions whose plausibility may be questionable. We introduce and discuss bounding, an approach that is based on alternative assumptions that may be more plausible. The bounding…
Descriptors: Generalization, Statistics Education, Guidelines, Simulation
Tommasi, Francesco; Ceschi, Andrea; Weller, Joshua; Costantini, Arianna; Passaia, Giulia; Gostimir, Marija; Sartori, Riccardo – European Journal of Training and Development, 2021
Purpose: This paper aims to empirically compare the degree to which two technological interventions, based on the computer-supported collaborative learning (CSCL) and the technology acceptance model (TAM), were associated with a different incidence of financial biases. Design/methodology/approach: The study adopted a quasi-experimental research…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Money Management, Consumer Education
Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes

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