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Dayang Shobihah Abang Abai; Hadi Hamli – Journal of Education and Learning (EduLearn), 2025
During the two-year COVID-19 pandemic, lecturers must train themselves with information technology, assessment, and teaching expertise in order to move from face-to-face learning to virtual online learning. As a result, the current study aims to investigate the effect of student motivation on grouping e-learning in the ethics and civilization…
Descriptors: Student Motivation, Science Education, Electronic Learning, Ethics
Jina Kang; Xinhao Xu; Lili Yan – Education and Information Technologies, 2025
Computer-supported collaborative learning (CSCL) environments have been developed to connect learners, whether geographically apart or together, to accomplish shared tasks collaboratively and interactively. Despite the extensive adoption of immersive technologies such as virtual or augmented reality in various educational contexts, the current…
Descriptors: Literature Reviews, Technology Uses in Education, Educational Technology, Cooperative Learning
Xiaojian Bai – Innovations in Education and Teaching International, 2025
This study aims to determine the impact of Industry 4.0 innovations, namely infographics and product modelling, on students' academic performance and visual thinking skills. The experiment involved 164 students. Teaching tools promote the student's academic performance and visual thinking. The average grade of academic performance was higher in…
Descriptors: Industry, Innovation, Visual Aids, Design
Wei-Ting Hsu; Min Pan; Bo-Long Wu – Quest, 2025
This study investigates the effectiveness of the student-designed games (SDG) model in enhancing effort, cooperation, and enjoyment among 173 preservice teachers in a university-level sports officiating course within a Physical Education Teacher Education (PETE) program. Using a quasiexperimental design, participants were divided into an…
Descriptors: Physical Education Teachers, Teacher Education Programs, Educational Games, Design
Okan Bulut; Guher Gorgun; Seyma Nur Yildirim-Erbasli – Journal of Computer Assisted Learning, 2025
Background: Research shows that how formative assessments are operationalized plays a crucial role in shaping their engagement with formative assessments, thereby impacting their effectiveness in predicting academic achievement. Mandatory assessments can ensure consistent student participation, leading to better tracking of learning progress.…
Descriptors: Formative Evaluation, Academic Achievement, Student Participation, Learning Processes
Tiago Ramos Wohlemberg; Cleiton Luiz Klochinski; Eduardo Guedes Villar; Silvana Anita Walter; Sidnei Celerino da Silva – Accounting Education, 2025
This study aims to understand the patterns of conduct, forms of action, role construction, role performance and institutional nexus of behavior that characterize the social role of academics and students in undergraduate Accounting courses through the adoption of active methods for education. A qualitative, multiple case study was developed…
Descriptors: Foreign Countries, Undergraduate Students, Accounting, Active Learning
Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
Muhammad Tajammal Munir; Prashant K. Jamwal; Bing Li; Susan Carter; Shahid Hussain – Innovations in Education and Teaching International, 2025
This paper presents a comprehensive study on the integration of 3D printing technology in biomedical robotics education with undergraduate students learning about the design of robotic systems. The research investigated the effectiveness of this new teaching strategy in enhancing students' understanding of complex engineering principles by…
Descriptors: Engineering Education, Computer Peripherals, Biomedicine, Robotics
Kendra E. Guinness; Catherine Diercks; Kelly Vaughn; Betsy Davis; Susan Landry; Edward G. Feil – Infants and Young Children, 2025
Parents with intellectual and developmental disabilities (IDD) experience a unique set of contextual challenges that may limit the effectiveness of traditional parenting interventions. Identifying effective adaptations to existing evidence-based parenting interventions to address the needs of this vulnerable population is critical for maximizing…
Descriptors: Parents with Disabilities, Intellectual Disability, Developmental Disabilities, Context Effect
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Miswandi Tendrita; Ully Hidayati – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
Collaboration skills are essential skills that students must have in the era of higher education, where they must work together to complete complex tasks. This study intends to examine the effectiveness of project-based learning (PjBL) supported by artificial intelligence-driven mind mapping in enhancing the collaboration skills of pre-service…
Descriptors: Cognitive Mapping, Artificial Intelligence, Technology Uses in Education, Student Projects
V. Kumar; Bharath Rajan; Vivek Garg – Journal of Marketing Education, 2025
The perseverance and agility to be transformative marketing educators have been identified to be critical for the future of marketing education. In developing this observation further, this study conceptualizes the transformative marketing education (TME) concept and defines it. Furthermore, adopting a management educational institution…
Descriptors: Marketing, Business Education, Transformative Learning, Teaching Methods
Eunice Swee Suat Lim; Sarojni Choy – International Journal of Lifelong Education, 2025
Online education is now a common mode of delivery to support continuous education and training for adults. A range of technological platforms and processes have evolved to make online learning more engaging and effective, notably since the pandemic. Notwithstanding the widespread adoption of online education, research shows that many adult…
Descriptors: Adult Education, Adult Educators, Electronic Learning, Interpersonal Competence

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