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Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games
Sperling, Katarina; Stenliden, Linnéa; Nissen, Jörgen; Heintz, Fredrik – European Journal of Education, 2022
Machine learning and other artificial intelligence (AI) technologies are predicted to play a transformative role in primary education, where these technologies for automation and personalization are now being introduced to classroom instruction. This article explores the rationales and practices by which machine learning and AI are emerging in…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Mathematics Instruction
Carmon, Angela; Gurvitch, Rachel; Kim, Gi-cheol; Lanier, Kacie V. – Journal of Physical Education, Recreation & Dance, 2022
Since the onset of the COVID-19 pandemic in March 2020, educators grapple with the challenges of creating meaningful content in online courses in higher education. Specifically, designing an online curriculum that increases student motivation, student engagement, and student learning. Learner--Learner (LL) interactions are a key component in not…
Descriptors: Online Courses, Educational Technology, COVID-19, Pandemics
Wammes, Dannie; Slof, Bert; Schot, Willemijn; Kester, Liesbeth – International Journal of Technology and Design Education, 2022
This study aimed to develop and validate, based on the Evidence Centered Design approach, a generic tool to diagnose primary education pupils' prior knowledge of technological systems in primary school classrooms. Two technological devices, namely the Buzz Wire device and the Stairs Marble Track, were selected to investigate whether theoretical…
Descriptors: Elementary School Students, Knowledge Level, Prior Learning, Educational Technology
Musa, Mofeed Ahmed Abu; Al Momani, Jehad Ali – Journal of Education and e-Learning Research, 2022
Creating a stimulating learning environment is a challenge in distance learning settings. This study aimed to investigate university students' attitudes towards using Nearpod in distance learning. For purposes of the study, the researchers developed a questionnaire of 20 items for which the validity and reliability were verified. The study sample…
Descriptors: College Students, Student Attitudes, Distance Education, Handheld Devices
Tao, Da; Fu, Pei; Wang, Yunhui; Zhang, Tingru; Qu, Xingda – Interactive Learning Environments, 2022
In spite of the proliferation of Massive Open Online Courses (MOOCs) in higher education, factors influencing user acceptance of MOOCs are not well understood. This study is intended to investigate key characteristics of user acceptance from interface design (i.e. usability), content quality (i.e. perceived quality), and emotional arousal (i.e.…
Descriptors: MOOCs, Computer Attitudes, Educational Technology, Technology Uses in Education
Gronseth, Susie L.; Bauder, Debra K. – Distance Education, 2022
Collaborative learning can be a worthwhile and valuable part of a student's online course experience, and interpersonal exchanges among members of an online course community often rely on greater intentionality within the design of the learning experience. We present a synergistic framework for strategic design of collaborative learning in the…
Descriptors: Cooperative Learning, Electronic Learning, Online Courses, Instructional Design
Utilising Gamification for Online Evaluation through Quizizz: Teachers' Perspectives and Experiences
Arifin, Zainal; Setiawan, Budi – World Journal on Educational Technology: Current Issues, 2022
During the pandemic, the 2019 novel coronavirus disease (COVID-19) has had a tremendous and massive impact on the entire cross-level education system in Indonesia and the global realm. This study aimed to look at the reflections of gamification activities that are used as a formative assessment tool in learning environments based on academic…
Descriptors: Gamification, Evaluation Methods, Electronic Learning, Educational Technology
Dorji, Kuenzang; Tshomo, Tashi; Dorji, Singye – Journal on School Educational Technology, 2022
In the present world of technology, students grow up with technological devices at home and in schools, which revolutionize the way they learn. Future education technology shall transform teaching and learning by providing teachers and students with a variety of new devices to work with. Thus, the study was designed to examine the impact of…
Descriptors: Multimedia Instruction, Technology Integration, Student Satisfaction, Foreign Countries
Sainz, Amanda D.; Wang, Chih-Wei – COABE Journal: The Resource for Adult Education, 2022
Although the COVID-19 pandemic adversely affected communities across the globe, it also led to the expansion of digital learning opportunities for all. Adult Education and Literacy (AEL) service providers in Texas utilized this opportunity by creating a Distance Education Professional Development Center (DEPDC). This article discusses how the…
Descriptors: COVID-19, Pandemics, Adult Education, Adult Literacy
Finn, Don – COABE Journal: The Resource for Adult Education, 2022
The incorporation of digital technologies into adult education classrooms has seen steady growth for over two decades. Many computer-based applications are used for skills development, practice, and other activities inside and outside the classroom. Despite such integration, the COVID-19 pandemic profoundly affected in-person learning, catching…
Descriptors: Adult Learning, Adult Students, Electronic Learning, Access to Education
Raju, Rajeswari; Abd Rahman, Nur Hidayah; Ahmad, Atif – Asian Journal of University Education, 2022
As COVID-19 took hold, online learning became the norm as universities and classrooms worldwide were forced to close their doors. Education institute closures impacted more than 1.2 billion students across 186 countries as of April 2020. This pandemic, too, has shifted our Malaysian education sector as well. Academicians and students are adopting…
Descriptors: Foreign Countries, Computer Security, Knowledge Level, College Students
Chang, Yu-Shan – Educational Studies, 2022
This study explored the influence of Virtual Reality (VR) on Engineering Design (ED) creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment was conducted in a high school in Taipei City, Taiwan. The main findings were: 1) the use of VR in ED instruction moderately and positively affected ED…
Descriptors: Computer Simulation, Engineering Education, Design, Creativity
Billen, Monica T.; Ward, Natalia A.; DeHart, Jason D.; Moran, Renee R.; Yang, Shuling – Kappa Delta Pi Record, 2022
Even in online and distance formats, multimodal composition can be a means of sustaining culture and engaging children. The Teach Us project combines multimodal composition, family cultural resources, and student voice.
Descriptors: Writing (Composition), Learning Modalities, Cultural Influences, Culturally Relevant Education
Marini, Camilla; Agostino, Deborah; Simoni, Loretta – Journal of Museum Education, 2022
Value co-creation unfolds as a system of interactions in which the user and service provider play an active role in collaboratively creating values that go beyond economical and financial worth. Value co-creation is a growing trend in museums; however, little is known about how it can enhance educational activities, especially concerning digital…
Descriptors: Educational Technology, Educational Cooperation, Learning Activities, Design

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