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Zucker, Lauren; Fisch, Audrey A. – Journal of Language and Literacy Education, 2019
This Voices from the Field piece tells the story of a fortunate meeting on Twitter between a high school teacher and a college professor that blossomed into an exchange of KAHOOT! games and the recognition of shared pedagogical beliefs. KAHOOT! is a web-based platform that allows users to easily create and play interactive, multiple-choice-style…
Descriptors: Educational Games, Writing Instruction, Writing (Composition), Academic Language
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Grantee Submission, 2019
This paper examines whether using "From Here to There!" ("FH2T:E"), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of…
Descriptors: Elementary School Students, Elementary School Mathematics, Mathematics Education, Algebra
Mtshali, Zanele; Mashiya, Nontokozo – South African Journal of Childhood Education, 2022
Background: Teaching English as home language (EHL) could be a complicated process in a country like South Africa, where there are eleven official languages operating in a multicultural society. This requires capacitating teachers with appropriate and relevant strategies to strengthen their teaching, especially in the foundation phase. Aim: This…
Descriptors: Foreign Countries, Multilingualism, English (Second Language), Second Language Learning
Online Learning Consortium, 2022
The purpose of this report is to explore global trends, emerging research, innovative models, and expert insights regarding the future of learning by detailing the present context of a rapidly changing and hyper-connected world. Our innovation framework for describing the future of digital learning, which emerged during the research process,…
Descriptors: Foreign Countries, Educational Technology, Online Courses, Electronic Learning
Bauer, Malcolm – Measurement: Interdisciplinary Research and Perspectives, 2014
Malcolm Bauer, from Education Testing Services, provides his comments on the Focus article in this issue of "Measurement" entitled : "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" (Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, Valerie J. Shute). Bauer begins his remarks by noting…
Descriptors: Task Analysis, Models, Design Requirements, Educational Games
Sung, Woonhee; Black, John B. – Journal of Research on Technology in Education, 2021
This study examined what factors might have a positive impact on students' learning outcomes in mathematical understanding and computational thinking skills. Specifically, whether the proposed instructional design combining computational perspectives and an embodied approach in mathematics learning improves (a) mathematics learning, (b)…
Descriptors: Instructional Design, Mathematics Instruction, Teaching Methods, Outcomes of Education
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
Lü, Chan – American Educator, 2020
About one-third of children under age 8 in the United States have at least one parent who speaks a language other than English at home. And as of 2016, 9.6 percent of all U.S. public school students were identified as English language learners. It is obvious that the American student population is becoming increasingly multilingual. This trend is…
Descriptors: Bilingualism, Literacy, Multilingualism, English (Second Language)
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Armstrong, Meredith; Boughey, Chrissie – Perspectives in Education, 2020
This article draws on a long term ethnographic study which explored the way the home based practices experienced by children in a marginalised community in a large South African city, Port Elizabeth, prepared them for, and supported them in, schooling. The study was informed by the field known as 'New Literacy Studies' and which draws extensively…
Descriptors: Literacy Education, Child Development, Disadvantaged, Ethnography
Kayan, Adil; Aydin, Ibrahim Seçkin – World Journal of Education, 2020
Discussions on how grammar should be taught have continued for decades. Previous studies have reported that today's students called as Generation Z have shown negative attitudes toward grammar teaching with traditional methods and techniques, and that their academic achievements have failed to meet expectations. Not using methods and techniques…
Descriptors: Outcomes of Education, Computer Assisted Instruction, Educational Games, Computer Games
del Moral Pérez, M. Esther; Duque, Alba P. Guzmán; García, L. Carlota Fernández – Journal of New Approaches in Educational Research, 2018
Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
Fardoun, Habib M.; Alghazzawi, Daniyal M.; Paules, Antonio – International Journal of Web-Based Learning and Teaching Technologies, 2018
In this paper, the authors present a cloud system that incorporate tools developed in HTML5 and JQuery technologies, which are offered to professors and students in the development of a teaching methodology called flipped classroom, where the theoretical content is usually delivered by video files and self-assessment tools that students can…
Descriptors: Information Management, Information Storage, Educational Technology, Technology Uses in Education
So, Winnie Wing-Mui; Chen, Yu – Asia-Pacific Forum on Science Learning and Teaching, 2018
E-learning is playing a significant and increasing role in elementary science education. The purpose of this study was to explore how primary Grade 3 students constructed an understanding of seasons through a series of interactive e-learning activities. One class of Grade 3 students from one local primary school was invited to participate in this…
Descriptors: Electronic Learning, Elementary School Students, Weather, Grade 3

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