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Campbell, Cary – Studies in Philosophy and Education, 2019
Many edusemiotic writers have begun to closely align edusemitoics to biosemiotics; the basic logic being that, if the life process can be defined through the criterion of semiotic engagement, so can the learning process (Stables in J Curr Stud 38(4):373-387, 2006). Thus, the ecological concept of umwelt has come to be a central area of…
Descriptors: Semiotics, Learning Processes, Educational Philosophy, Sensory Experience
Ingman, Benjamin C. – Curriculum Journal, 2019
Using the method of educational criticism and connoisseurship, I interviewed and observed 41 participants of adventure education (AE) programmes. Through these efforts, novelty was revealed as a central quality of the experience. In this work, this quality is characterised as it manifest in AE with an eye towards the educational value of novelty.…
Descriptors: Adventure Education, Educational Experience, Novelty (Stimulus Dimension), Intellectual Development
Backman, Malin; Pitt, Hannah; Marsden, Terry; Mehmood, Abid; Mathijs, Erik – International Journal of Sustainability in Higher Education, 2019
Purpose: This paper aims to critically reflect the current specialist discourse on experiential approaches to higher education for sustainable development (HESD). Limitations to the current discourse are identified, and as a result, an alternative approach to the study of experiential education (EE) within HESD is suggested.…
Descriptors: Sustainable Development, Experiential Learning, Higher Education, Student Centered Learning
Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
Liu, Ran; Stamper, John; Davenport, Jodi; Crossley, Scott; McNamara, Danielle; Nzinga, Kalonji; Sherin, Bruce – Journal of Computer Assisted Learning, 2019
Increasingly, student work is being conducted on computers and online, producing vast amounts of learning-related data. The educational analytics fields have produced many insights about learning based solely on tutoring systems' automatically logged data, or "log data." But log data leave out important contextual information about the…
Descriptors: Data Analysis, Learning Experience, Context Effect, Recordkeeping
Antigona Uka; Marigona Morina; Eugene G. Kowch – Center for Educational Policy Studies Journal, 2025
During the COVID-19 pandemic, teachers were exposed to technology-enhanced learning as an emergency measure, yet despite decades of advancement in educational technology, the online learning experiences lacked deliberate design. Recent research highlights a gap concerning the design elements of online professional development and teachers' needs…
Descriptors: Foreign Countries, Capacity Building, COVID-19, Pandemics
Emily L. Dietrich; Sean C. McWatt – Anatomical Sciences Education, 2025
Alternative assessment approaches, such as pass/fail and feedback-based designs, aim to reduce academic stress and foster deeper learning. Few studies have examined feedback-based evaluation in formative settings in medical education, but none among graduate anatomy students. This exploratory study investigated the impact of feedback-based versus…
Descriptors: Graduate Study, Anatomy, Alternative Assessment, Grading
Shoeb Saleh; Abdullah Ibrahim Alsubhi – Language Testing in Asia, 2025
This study inspected how techno-competence in artificial intelligence (AI)-driven evaluations affected EFL learners' boredom, self-esteem, and writing skills. To do so, 66 Saudi Arabian male students from Saudi Arabia participated in the study. They were then split into the experimental group (EG) and the control group (CG). While the CG was…
Descriptors: Self Esteem, Writing Skills, Artificial Intelligence, English (Second Language)
Campbell McDermid – Interpreter and Translator Trainer, 2025
With the advent of online learning, instructors are challenged to engage with students in asynchronous learning environments. This study explored Perusall, a social annotation tool (SAT), in an undergraduate introductory course in sign language interpreting. Despite the growing popularity of SATs, their impact on sign language interpreter…
Descriptors: Translation, Computer Software, Computational Linguistics, Reading Rate
Nisaudzakiah Utami; Agus Setiawan; Ida Hamidah; Thomas Koehler – Educational Process: International Journal, 2025
Background/purpose: This study investigated the effectiveness of Problem-Based Worksheets (PBWs) in improving conceptual understanding of logic gates. PBWs were designed with key characteristics that integrate authentic problem-solving, active student engagement, and conceptual scaffolding to support critical thinking processes. A total of 32…
Descriptors: Problem Based Learning, Worksheets, Item Response Theory, Models
Tangkitjaroenkun, Thanis; Nawarat, Nongyao; Jatuporn, Omsin – LEARN Journal: Language Education and Acquisition Research Network, 2022
The authors of this paper argue that to promote multicultural education, multicultural literature can be a very useful tool. Since the ultimate goal of multicultural education is to achieve a more equal and more inclusive society, the literature of Southeast Asia, regarded as the true "minority" literature, should be seriously taken into…
Descriptors: English Literature, United States Literature, Second Language Learning, Second Language Instruction
LeFebvre, Luke; Parsons, Meghan; Entwistle, Charlotte; Boyd, Ryan; Allen, Mike – Journal of Educational Technology Systems, 2022
This analysis investigates two differential "PowerPoint" slide designs--presentation and teleprompter--for multimedia learning. Eye tracking measures assessed differences in fixations. Participants demonstrated greater fixation counts for teleprompter slides, measures of aesthetic liking evidenced that slides incorporating imagery…
Descriptors: Teaching Methods, Multimedia Instruction, Computer Software, Eye Movements
Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
Aurava, Riikka; Meriläinen, Mikko – Education and Information Technologies, 2022
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated…
Descriptors: Expectation, Secondary School Students, Adolescents, Foreign Countries
Iversen, Jonas Yassin – Journal of Multilingual and Multicultural Development, 2022
Drawing on recent developments within sociolinguistics, the objective of the current article is to explore how six pre-service teachers (PSTs) discursively positioned themselves and 'the multilingual' across two narrating events focused on their lived experience of language. The narrating events were focus groups with other PSTs (N = 24) and the…
Descriptors: Preservice Teachers, Student Attitudes, Personal Narratives, Multilingualism

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