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Eugene Geist; D'wana Webb – Childhood Education, 2024
The standby wooden blocks that are prevalent in most high-quality early childhood classrooms are missing from most primary and elementary grades. The goal for block play in early childhood is to support learning in mathematics, science, art, literacy and language arts, physical development, social studies, and social and emotional growth. This…
Descriptors: Elementary Schools, Classroom Environment, Instructional Materials, Manipulative Materials
Wang Zhou; YeaJin Kim – Education and Information Technologies, 2024
The application of artificial intelligence technologies, such as ChatGPT-4, offers a substantial chance to improve the learning process. The promising prospect of utilizing artificial intelligence and ChatGPT-4 to enhance educational interactions by offering tailored and engaging experiences is highly enticing. The promise of ChatGPT-4 resides in…
Descriptors: Music Education, Computer Software, Undergraduate Students, Foreign Countries
Hashituky Telesphore Habiyaremye; Celestin Ntivuguruzwa; Philothere Ntawiha – Education and Information Technologies, 2024
The current study aimed to sightsee the effectiveness of Mathematical knowledge for teaching (MKT) through lesson planning and technological pedagogical content knowledge (TPACK) on Rwandan mathematics tutors in teachers' training colleges. A quasi-experimental research design was used with a control and an experimental group. The experimental…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Lesson Plans, Mathematics Instruction
Homiyar Mobedji – Childhood Education, 2024
Innovation is crucial for addressing challenges faced by children with visual impairments, as it enables the development of adaptive technologies and inclusive educational tools that enhance accessibility, independence, and learning opportunities. Benetech, a leading innovator in the field of accessible literacy, is on a mission to bridge the…
Descriptors: Visual Impairments, Instructional Innovation, Accessibility (for Disabled), Assistive Technology
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Ilham Majid; Aloysius Duran Corebima; Hadi Suwono; Susriyati Mahanal – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
The implementation of instructional models in the classroom significantly impacts students' learning abilities and achievements. The adoption of a teacher-centered learning approach might lead to reduced student engagement in the learning process, consequently influencing their ability to acquire life skills. The current study aimed to determine…
Descriptors: Foreign Countries, Junior High School Teachers, High School Teachers, Teaching Experience
Cheng-Tai Li; Huei-Tse Hou; Wei-Shen Lin – Research in Science & Technological Education, 2024
Background: Educational board games have been receiving attention from educators in recent years. Designing the rules of board games based on cognitive theory, and further analysing educational board games from more dimensions are important issues that warrant further study. Purpose: The research designed a board game called Chemistry Story to…
Descriptors: Foreign Countries, Junior High School Students, Grade 8, Chemistry
Suphasa Phupunna; Nareerat Hongsamsibkao – Journal of Education and Learning, 2024
This study investigates the effects of combining blooket games with active learning to improve Chinese vocabulary memorization in first-year Chinese Language Teaching students at Rajabhat Mahasarakham University. This approach aimed to make learning more engaging for Thai students. The intervention involved 26 participants and vocabulary…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Instructional Materials
A. Blossom Cygnet; P. Sivakumar – Education and Information Technologies, 2024
Augmented reality (AR) has become a popular platform in education, providing an interactive and engaging way to learn through manipulatable communication. AR technology can increase motivation and retention of vocabulary. This study explores the efficacy of an AR-based flashcard application to teach basic Tamil words to primary school students in…
Descriptors: Computer Simulation, Physical Environment, Instructional Materials, Dravidian Languages
Jose Noel V. Fabia – Research in Learning Technology, 2024
This study aimed to evaluate the impact of an emergency online learning course on students' satisfaction, self-efficacy and achievement. This study used a convergent mixed methods approach with an action research design to explore students' experiences and outcomes in an emergency online science course. This study involved 25 voluntary…
Descriptors: Student Satisfaction, Self Efficacy, Academic Achievement, Online Courses
Exploring the Significant Problems Confronting Secondary Schools History Education: A Baseline Study
Fekede Sileshi Fufa; Abera Husen Tulu; Ketebo Abdiyo Ensene – Discover Education, 2024
The purpose of this baseline study is to determine the significant problems confronting history education in secondary school. The researchers employed qualitative research methods and case study design. The techniques that were employed to acquire credible data were document analysis, interviews, and classroom observation. Six experienced history…
Descriptors: Foreign Countries, History Instruction, Secondary School Students, Secondary School Teachers
Christopher Brum; Susan M. Bruce – Communication Disorders Quarterly, 2024
Deafblindness is complex, and there is very limited research on literacy for learners who are deafblind, including on comprehension. This study investigated current practices for comprehension development for learners who are deafblind. Data were collected through a survey and interviews from 63 U.S. participants who were teachers, interveners,…
Descriptors: Deaf Blind, Students with Disabilities, Interpersonal Communication, Intervention
Seth M. Alexander; Kaylyn B. Pogson-Morowitz; Corey S. Johnson – Anatomical Sciences Education, 2024
Three-dimensional (3D) modeling is a recent, innovative approach to teaching anatomy. There is little literature, however, to suggest how 3D modeling is best used to teach students and whether or not students can gain the same level of understanding as they might use more traditional, hands-on, teaching methods. This study evaluated the use of a…
Descriptors: Models, Anatomy, Visual Aids, Teaching Methods
Stephanie C. Stern – Journal of Autism and Developmental Disorders, 2024
This research investigated the impact popular novels have on knowledge about and attitudes towards Autism Spectrum Disorder (ASD), compared to that of traditional college textbooks. Study 1 found that participants in the novel condition chose fewer correct and fewer incorrect responses to questions about ASD. Participants did not differ in their…
Descriptors: Popular Culture, Autism Spectrum Disorders, Attitudes toward Disabilities, Novels
Kimberly Crawford – ProQuest LLC, 2024
Every year in Riverside School District, a pseudonym, children face the prospect of not attaining a prekindergarten school admission. Riverside has a large population of Black and Brown students and Haitian second language learners. The school also has a high percentage, 89.4%, of families who are considered to be low-income (School and District…
Descriptors: Early Childhood Education, Preschool Education, Nontraditional Education, Home Study

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