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Tuba Gezer; Stella Y. Kim; Othelia EunKyoung Lee – Journal of Computing in Higher Education, 2025
Considering the rise of online education and an increasing number of students with disabilities in higher education, examining the validity of the Self-efficacy Questionnaire for Online Learning (SeQoL) for students with disabilities is warranted. The purpose of this study is to examine the reliability and validity of (SeQoL; Shen et al., 2013)…
Descriptors: College Students, Students with Disabilities, Test Validity, Self Efficacy
Yeseul Choi; So Hee Hyun; Seunghyeop Lee – Asia Pacific Education Review, 2025
In higher education research, it is critical to identify and explore factors, experiences, and institutional environments influencing students' academic performance and success. Korean students have the international image as higher achievers and a model minority in their academic performance, and several studies have explained that the…
Descriptors: Foreign Countries, College Students, High Achievement, Confucianism
So Jung Kim; Soyeon Park; Alyse C. Hachey; Iva Li – Early Childhood Education Journal, 2025
This study examines how music videos can be implemented in the home context to enhance children's critical engagement with gender representations in children's media. Guided by the conceptual framework drawn from new literacies, critical media literacy, and sociocultural theory, this study employs a multiple case study approach focusing on three…
Descriptors: Preschool Children, Bilingualism, Gender Differences, Music
Zhongling Pi; Jingjing Dong; Jiayu Wang; Xiying Li; Xin Zhao – International Journal of STEM Education, 2025
Background and purpose of the study: STEM learning often involves a multitude of complex and abstract concepts and ideas that can be challenging for students to comprehend. Research suggests that the oral and visual representations in video lectures can maximize students' cognitive infrastructure, helping them to organize knowledge more…
Descriptors: STEM Education, Oral Language, Written Language, Video Technology
Trudi Lord; Paul Horwitz; Amy Pallant; Christopher Lore – Educational Technology Research and Development, 2025
This study employs the Experiential Learning Theory framework to investigate students' use of a wildfire simulation. We analyzed log files automatically generated by middle and high school students (n = 1515) as they used a wildfire simulation and answered associated prompts in three simulation-based tasks. We first analyzed students' log files to…
Descriptors: Natural Disasters, Fire Protection, Simulation, Experiential Learning
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Angelos Giannoulas; Antonios Kalamatianos; Kalliope Kounenou – Online Learning, 2025
During the COVID-19 pandemic, education systems policymakers realized the importance of being able to communicate using technology and to fulfill their academic obligations. As a consequence, a different approach to education followed: blended learning. A literature review revealed a lack of psychometric tools related to blended teaching readiness…
Descriptors: Greek, Blended Learning, Readiness, Measures (Individuals)
Chi-Cheng Chang; Yu-Kai Chen – Asia Pacific Journal of Education, 2025
Project-based learning (PjBL) facilitates STEM learning, but the integrity of the project activities is a challenge and the design of integrated STEM courses through PjBL remains unclear. The purpose of this study was to design and evaluate a transdisciplinary STEM course integrated through PjBL in robotics. Participants in the teaching experiment…
Descriptors: Student Projects, Active Learning, STEM Education, Robotics
Diana Adela Martin; Gunter Bombaerts – European Journal of Engineering Education, 2025
Challenge Based Learning (CBL) is an educational approach that has gained popularity in response to the need for authentic learning environments. While the CBL literature is predominantly focused on cases of pedagogical implementations, the actual processes by which students develop CBL projects remain under-investigated. This shortitudinal study…
Descriptors: Student Projects, Active Learning, Difficulty Level, Student Behavior
Eldee R. Balolong; Melissa R. Gerzon; Stephen J. Manilag; Emerson D. Peteros; Jonathan O. Etcuban – REDIMAT - Journal of Research in Mathematics Education, 2025
This study assessed the motivation, learning strategies, and academic performance of Grade 11 modular-based students in General Mathematics in identified secondary schools as a basis for a proposed performance enhancement plan. There were 624 Grade 11 students across three public senior high schools in Cebu who were determined using stratified…
Descriptors: Student Motivation, Learning Strategies, Performance, Mathematical Aptitude
Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
Yimiao Yan; Yibin Zheng; Xindong Ye – Education and Information Technologies, 2025
As an effective teaching method, digital storytelling has gained significant prominence in the field of education in recent years. In contemporary digital storytelling instruction, stories are often presented through interactive whiteboards, computers, smartphones, or tablets. The introduction of immersive virtual reality (IVR) technology makes…
Descriptors: Teaching Methods, Story Telling, Electronic Learning, Self Control
Linghong Li; Wayne F. Patton – Journal of Educational Technology Systems, 2025
The evolving landscape of higher education demands integrating advanced technologies to foster engaging and inclusive learning environments. This paper examines the practical integration of Stellarium, a virtual planetarium software, and ChatGPT, an AI conversational agent, in an asynchronous online undergraduate astronomy course. Stellarium…
Descriptors: Electronic Learning, Astronomy, Science Education, Artificial Intelligence
Jill Bamforth; Elizabeth Levin; Jeff Waters; Sean Gallagher; Kristina Turner; Bin Wu – Higher Education Research and Development, 2025
Hybrid teaching & learning (T&L) environments in higher education are on the rise. This study adopts a qualitative exploratory approach to draw on data from interviews with 15 academics to examine their perspectives of hybrid T&L in a higher education, post COVID-19 context. In a unique application of both the Reset, Restore, Reframe…
Descriptors: Blended Learning, Learning Processes, Teaching Methods, COVID-19
Daian Huang; Jenna Mittelmeier – British Journal of Educational Technology, 2025
This research explores and compares the learning ecologies of international students studying through internationalisation at a distance (IaD) and internationalisation abroad (IA) by investigating their experiences of first year of master's study with a UK university. We do so by using our previously proposed Revised Ecological Systems Theory as a…
Descriptors: Foreign Countries, Foreign Students, Global Approach, Student Experience

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