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Slki Narae Lim – ProQuest LLC, 2024
Computational thinking (CT) is a critical problem-solving skill that can help students be successful in school and the 21st-century workplace (Wing, 2006). This project builds on past research showing that educational robotics can be a useful and cost-effective means to teach CT to primary school students. Past research has not yet resolved…
Descriptors: Elementary School Students, Computation, Thinking Skills, Skill Development
Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
Robert Babirad – Knowledge Quest, 2024
School librarians have a critical role to play in supporting the use of Ed Tech within our schools. It is an ever-changing field. Additionally, it is often the school librarian who has the unique responsibility of introducing and sharing new technology with their school community. However, school librarians also have the added responsibility of…
Descriptors: School Libraries, Librarians, Library Role, Educational Technology
Gwo-Jen Hwang; Yi-Ting Chen; Shu-Yun Chien – Education and Information Technologies, 2024
With the growing popularity of Virtual Reality (VR), the integration of the Community of Inquiry (CoI) framework provides insights into its role in facilitating student learning in VR environments. VR offers immersive experiences and visualization of abstract concepts. However, the abundance of information in VR can be overwhelming without proper…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Concept Mapping
Wachira Morachat; Thapanee Seechaliao – Higher Education Studies, 2024
Research objectives were to 1) investigate the current state and best practice of the instruction relying on flipped learning; 2) develop the instructional model based on flipped using technology-based learning to enhance the digital literacy for undergraduate students of Rajabhat University and 3) examine the effects of the model. The sample for…
Descriptors: Flipped Classroom, Technology Uses in Education, Digital Literacy, Undergraduate Students
Na Yu; Xiaolei Liu – SAGE Open, 2024
Tens of thousands of students worldwide have been forced to start learning online, and online learning has never been more compelling. Understanding the effectiveness and satisfaction of online learning has become crucial. Previously, researchers have explored many determinants of online learning, but so far, only a few have focused exclusively on…
Descriptors: Electronic Learning, Dance Education, Student Satisfaction, COVID-19
Duygu Alaçam Dehneliler – Journal of Educational Technology, 2024
Information and Communication Technologies (ICTs) require digitally competent teachers in all subject areas, including English language teaching. English language teachers must be digitally competent for learner guidance and engagement. This study examined 220 Turkish EFL teachers' level of 21st-century digital competence and how they perceived…
Descriptors: Foreign Countries, Language Teachers, English (Second Language), Teacher Attitudes
Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
Kai-Yi Chin; Huai-Ling Chang; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university…
Descriptors: Biofeedback, Human Body, Handheld Devices, Computer Simulation
Emmanuel John Anagu; Oladunjoye John Abiodun; Felicia Cletus; Brown Ephraim – International Journal of Technology in Education and Science, 2024
Metaverse, an amalgamation of diverse information technologies, is seen as the future of the internet and holds promise for transforming education. Leveraging metaverse media for immersive learning has the potential to reshape education practices. Despite being a novel concept, metaverse-based education has the capacity to enrich online learning…
Descriptors: Computer Simulation, Foreign Countries, Universities, Student Attitudes
P. Prasetiyo; Mimien Henie Irawati Al Muhdhara; I. Ibrohim; Murni Saptasari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Low literacy levels are believed to be one of the causes of environmental damage problems. It is felt that the current implementation of the problem-based learning model is still not optimal in increasing students' environmental literacy, especially regarding sustainable issues. This research aims to (1) produce a sustainable issue-based learning…
Descriptors: Foreign Countries, Problem Based Learning, Literacy, Environmental Education
Hui Shan Lo; Yung Ji Sher; Jon Chao Hong; Hsu Kai Chang; Ting Fang Wu – Educational Technology & Society, 2024
Virtual Reality (VR) holds promise in vocational education and benefits individuals with disabilities. This study aims to assess the effectiveness of a blended learning approach using VR and traditional instruction in teaching car detailing skills to students with intellectual disabilities (ID). This study utilized a group comparison research…
Descriptors: Computer Simulation, Vocational Education, Students with Disabilities, Intellectual Disability
Benazir Quadir; Jie Chi Yang – Educational Technology & Society, 2024
Many advanced learning tools have been recently developed; however, demand for interactive environments that can enhance learning performance in a blended setting is growing. This study designed an interactive approach by integrating a learning tool, interactive sessions, and a variety of interaction types, and the effects of the types of…
Descriptors: Technology Uses in Education, Interaction, Academic Achievement, Public Colleges
Henrik Sällberg; Emil Folino – Education and Information Technologies, 2024
The many challenges faced by instructors in distance education have been extensively documented in current literature. Nevertheless, the relative importance of such challenges has not been researched to the same extent. As instructors and institutions face limitations in terms of time and budget, the ability to effectively prioritise challenges…
Descriptors: Distance Education, Foreign Countries, Higher Education, College Faculty
Brian Shambare; Clement Simuja – International Journal of Virtual and Personal Learning Environments, 2024
The advantage of VLs lies in their capacity for simulating real-world lab experiences within a fully immersive digital environment, yet the uptake in rural schools in developing countries remains low. To understand this paradox, this study explores the perceptions of seven secondary school science teachers in a rural district in South Africa.…
Descriptors: Foreign Countries, Computer Simulation, Science Laboratories, Science Instruction

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