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Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Michael Cowling; Kwong Nui Sim; Joanne Orlando; Jafar Hamra – Education and Information Technologies, 2025
In an era where digital technologies penetrate every aspect of education and a growing body of research examining various aspects of digital safety, there exists a significant research gap concerning the overarching (holistic) influence of digital activities on the schooling of 10 to 13 year olds. This paper presents a comprehensive review that…
Descriptors: Preadolescents, Early Adolescents, Child Safety, Technological Literacy
Umbreen Tariq – Interactive Technology and Smart Education, 2025
Purpose: This study aims to explore computer-assisted language learning (CALL) activities to improve the English essay writing of Pakistani university students. It highlights the role of CALL in the language proficiency model cognitive academic language proficiency (CALP), which can enable second language learners to engage in more critical…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, English (Second Language)
Leonidas Gavrilas; Konstantinos T. Kotsis – International Journal of Research & Method in Education, 2025
Educational robotics activities have proven instrumental in creating a dynamic learning environment that provides students with hands-on experiences, aligning with the interdisciplinary principles advocated by STEM education. The integration of educational robotics into the educational process significantly impacts students of various age groups,…
Descriptors: Test Construction, Test Validity, Surveys, Measures (Individuals)
Aftynne E. Cheek; Carolina Bennett; Tamela Carter – Journal of Special Education Technology, 2025
Literacy is the ability to read, write, speak, and listen in a way that facilitates effective communication. For students with extensive support needs (ESN), acquiring literacy skills is challenging because these students often need accommodations, modifications, and multiple layers of support to learn and practice literacy. These challenges are…
Descriptors: Literacy, Rural Schools, Special Education Teachers, Coaching (Performance)
Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on the 2023-2024 implementation of "My Math Academy" at Epic Charter Schools in Oklahoma. "My Math Academy" was first used with a small pilot group of students and educators at the charter school network in school year 2022-2023, and based on the initial positive results, the implementation of the program…
Descriptors: Mathematics Education, Mathematics Achievement, Charter Schools, Program Effectiveness
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Natakorn Satienchayakorn; Ubon Sanpatchayapong – THAITESOL Journal, 2025
An e-portfolio is widely employed in medical education to develop reflective thinking skills among medical students. This study aims to explore pre-medical students' reflective skills and their perceptions of the e-portfolio in English language learning at a private university in Thailand. Data were gathered through the pre-medical students'…
Descriptors: Medical Students, Medical Education, Portfolios (Background Materials), Student Attitudes
Selvanur Kayhan – Journal of Pedagogical Research, 2025
The purpose of this study is to examine the effectiveness of intervention studies addressing foreign language speaking anxiety through a meta-analytical approach. Research on foreign language speaking anxiety was conducted across various databases using targeted keyword phrases. Statistical data were collected and analyzed using Comprehensive…
Descriptors: Intervention, Program Effectiveness, Second Language Learning, Anxiety
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves-Yuste – Turkish Online Journal of Distance Education, 2025
The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Educational Games
Christopher Keller; Gaby Walker; Francesca Amenduni; Alice Tela; Alberto Cattaneo – Education and Information Technologies, 2025
Technological advancements are rapidly transforming education, particularly immersive technologies, such as virtual reality (VR). Despite extensive research on VR's potential to enhance learning, its effectiveness in vocational education and training (VET) remains underexplored. This study evaluates the performance of VET students using a VR…
Descriptors: Computer Simulation, Technology Uses in Education, Career and Technical Education, Academic Achievement
Sankaranarayanan Paleeri; Sneha Parambath – Journal of Educational Technology, 2025
This study explored the perceptions of learners, teachers, and administrators on the role of artificial intelligence (AI) in the higher secondary school education scenario of Kerala. The study was a comprehensive survey, and sample groups included 360 students, 60 teachers, and 5 administrators. Both qualitative methods and quantitative techniques…
Descriptors: Artificial Intelligence, Computer Uses in Education, Student Attitudes, Teacher Attitudes
Zekai Ayik; Muhammet Davut Gül – Education and Information Technologies, 2025
This study examines the impact of participation in AR integrated enrichment (GIFTLED Method) workshops and classroom implementations on teachers' competencies in differentiation practices and the use of Instructional Technologies (IT) in the STEAM education of gifted students. Focusing on the development of teachers' Gifted Technological…
Descriptors: Gifted Education, Pedagogical Content Knowledge, Technological Literacy, Teacher Competencies
Jenay Robert; Nicole Muscanell; Mark McCormack; Kathe Pelletier; Kim Arnold; Nichole Arbino; Keturah Young; Jamie Reeves – EDUCAUSE, 2025
Higher education is in a period of massive transformation and uncertainty. Not only are current events impacting how institutions operate, but technological advancement--particularly in AI and virtual reality--are reshaping how students engage with content, how cognition is understood, and how learning itself is documented and valued. Our newly…
Descriptors: Higher Education, Educational Trends, Educational Technology, Artificial Intelligence

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