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Cherner, Todd S.; Gurjar, Nandita – Reading Horizons, 2021
Children's literature has historically been rife with implicit biases and underlying themes, and few scholars have investigated the impact technology has had on those elements appearing in children's literature. In response, this study used a content analysis methodology to evaluate 38 storybook applications (apps) for containing implicit biases…
Descriptors: Literary Devices, Story Reading, Computer Oriented Programs, Childrens Literature
Callaghan, Melissa N.; Reich, Stephanie M. – British Journal of Educational Technology, 2021
Guiding hints and challenge can help scaffold learners to progress beyond what they would achieve independently. The interactive and adaptive capabilities of mobile devices allow educational applications (apps) to support learning through scaffolding designs. However, little research has tested the effects of scaffolding features in apps on young…
Descriptors: Computer Oriented Programs, Handheld Devices, Scaffolding (Teaching Technique), Preschool Education
Pahuriray, Archolito V. – Online Submission, 2021
Every educational institution aims to use a variety of digital platforms to help add mobility and automation to the educational system and institutional operations so that they can deliver services faster, more efficiently, and more consistently. Higher education institutions, on the other hand, are confronted with unfavorable constraints and…
Descriptors: Educational Technology, Handheld Devices, Telecommunications, Technology Uses in Education
Hannah Clare; Margot Darragh; Felicity Goodyear-Smith – British Journal of Guidance & Counselling, 2024
The acceptability to, and feasibility of, guidance counsellors using YouthCHAT to screen New Zealand secondary school students for mental health issues and risky health behaviours was investigated. Participants were eight guidance counsellors using YouthCHAT in two schools. Over eight months, School A implemented a systematic school-wide screening…
Descriptors: School Counseling, School Counselors, Feasibility Studies, Foreign Countries
Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
Sarah Gann – ProQuest LLC, 2024
The October 2021 declaration of a national emergency for child and adolescent mental health resulted in the call for innovative methods for addressing barriers to seeking care, including the suggestion of mental health apps using transdiagnostic approaches. In line with this, the current study sought to validate the app "Amaru: The Self-Care…
Descriptors: Barriers, Access to Health Care, Mental Health, Computer Oriented Programs
Tingting Feng – Education and Information Technologies, 2024
The globalization of educational processes has intensified the introduction of interactive learning forms. Education systems around the world have undergone transformation, modernization, and innovation. These processes also implied the implementation of advanced technological tools to improve the quality of teaching various subjects, including…
Descriptors: Computer Storage Devices, Computer Software, Computer Oriented Programs, Influence of Technology
Charles Hulme; Joshua McGrane; Mihaela Duta; Gillian West; Denise Cripps; Abhishek Dasgupta; Sarah Hearne; Rachel Gardner; Margaret Snowling – Language, Speech, and Hearing Services in Schools, 2024
Purpose: Oral language skills provide a critical foundation for formal education and especially for the development of children's literacy (reading and spelling) skills. It is therefore important for teachers to be able to assess children's language skills, especially if they are concerned about their learning. We report the development and…
Descriptors: Automation, Language Tests, Standardized Tests, Test Construction
Jingjing Zhu; Xi Zhang; Jian Li – Computer Assisted Language Learning, 2024
Traditional L2 pronunciation teaching puts too much emphasis on explicit phonological knowledge ('knowing that') rather than on procedural knowledge ('knowing how'). The advancement of mobile-assisted language learning (MALL) offers new opportunities for L2 learners to proceduralize their declarative articulatory knowledge into production skills…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pronunciation Instruction, Second Language Instruction
Imam Fitri Rahmadi; Zsolt Lavicza; Selay Arkün Kocadere; Tony Houghton; Jonathan Michael Spector – Educational Technology Research and Development, 2024
Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience…
Descriptors: Educational Games, Educational Technology, Computer Oriented Programs, Open Education
Jennifer L. Miller – ProQuest LLC, 2024
Students in online higher education courses face issues with communication with peers and instructors, which often leads to various learner struggles and a less than quality learner experience. The purpose of this project study was to examine the problem of communication in online higher education courses and the role of communication apps in…
Descriptors: College Students, Electronic Learning, Handheld Devices, Student Attitudes
Berkay Ceylan; Melek Altiparmak Karakus – International Journal of Technology in Education and Science, 2024
This research aims to investigate the use of an artificial intelligence-based mobile application with plants and plant identification techniques (AImPLANT) with prospective science teachers in outdoor activities. The goals of the study are: (i) to develop an AI-based mobile application from scratch based customized for education (ii) to enhance…
Descriptors: Artificial Intelligence, Handheld Devices, Telecommunications, Computer Oriented Programs
Jing Wang; Jasni Dolah – International Journal of Virtual and Personal Learning Environments, 2024
Cultural tourism provides rich opportunities for experiential learning, but a framework to foster such learning is lacking. This study introduces the "learning behaviors-interactive scenarios" framework to explore key facilitators of experiential learning in cultural tourism. Through a literature review, it outlines key learning…
Descriptors: Influences, Experiential Learning, Tourism, Cultural Awareness
Pamela McKinney; Corin Peacock; Andrew Cox – Journal of Information Literacy, 2024
This paper explores the self-tracking information literacy practices of LGBTQ+ students, how the practices connect to LGBTQ+ identities, and whether these practices are perceived as empowering. Six semi-structured interviews were conducted with students who identified as LGBTQ+ self-trackers. Four previously discovered dimensions of IL in…
Descriptors: LGBTQ People, Knowledge Level, Information Literacy, Self Concept
Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning