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Chen, Mengyuan; Chai, Ching-sing; Jong, Morris Siu-Yung – Educational Technology Research and Development, 2023
The effective application of spherical video-based virtual reality (SVVR) in writing education depends on teachers' lesson design, which is deeply influenced by their technological pedagogical and content knowledge (TPACK). However, how teaching conceptions, as the fundamental viewpoint that influences teachers' teaching focuses, shape their TPACK…
Descriptors: Teacher Attitudes, Lesson Plans, Instructional Design, Technological Literacy
Sulisetijono, S.; Sunarmi, S.; Rochmah, Azizah Nur – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
The electronic-module (e-module) is one of the teaching materials needed so that the learning process can take place optimally. E-module owned by UM biology students generally do not use the latest technology. Augmented Reality (AR) is a form of technology where there is a process of integrating the virtual world with the real world. Not a few…
Descriptors: Biology, Scientific Literacy, Research and Development, Science Instruction
Christina M. Nishiyama – ProQuest LLC, 2023
As technology continues to change human interactions, it has become increasingly important to create computer supported collaborative learning (CSCL) environments that enhance perspective taking to support constructive groupwork. To meet these aims, this study examined perspective taking before and after a social annotation activity that…
Descriptors: Questioning Techniques, Teaching Methods, Perspective Taking, Cooperative Learning
Cengiz Zopluoglu; Gerald Tindal – Behavioral Research and Teaching, 2023
WriteRightNow (https://writerightnow.com) is an innovative digital platform meticulously crafted to enhance writing instruction across various curricula. Central to its design is the customization of instructional content, allowing for a multi-faceted approach that caters to diverse student needs, including those with special educational…
Descriptors: Automation, Grading, Educational Technology, Technology Uses in Education
Zheng, Juan; Lajoie, Susanne P.; Wang, Tingting; Li, Shan – Metacognition and Learning, 2023
Computer-supported scaffolding plays a pivotal role in advancing problem-solving skills and improving cognitive learning outcomes in self-regulated learning. However, there is limited research on the effectiveness of different types of scaffolds and the role they play in the context of clinical problem-solving. This study performed latent profile…
Descriptors: Computer Assisted Instruction, Medical Education, Medical Students, Problem Solving
Maertens, Rien; Van Petegem, Charlotte; Strijbol, Niko; Baeyens, Toon; Jacobs, Arne Carla; Dawyndt, Peter; Mesuere, Bart – Journal of Computer Assisted Learning, 2022
Background: Learning to code is increasingly embedded in secondary and higher education curricula, where solving programming exercises plays an important role in the learning process and in formative and summative assessment. Unfortunately, students admit that copying code from each other is a common practice and teachers indicate they rarely use…
Descriptors: Plagiarism, Benchmarking, Coding, Computer Science Education
Dersch, Anna-Sophia; Renkl, Alexander; Eitel, Alexander – Journal of Computer Assisted Learning, 2022
Background: Previous research has shown that teachers hold misconceptions about multimedia learning (e.g., multimedia instruction needs to be adapted to students' learning styles), which may be at odds with evidence-based teaching. Objectives: Refutation texts are a classical method to reduce misconceptions and thus to stimulate conceptual change.…
Descriptors: Teacher Attitudes, Misconceptions, Attitude Change, Persuasive Discourse
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Lan, En-Minh – Education and Information Technologies, 2022
English pronunciation training for real-world communication tasks is crucial in EFL learning because it is essential to learners' listening comprehension and speaking competence. As the e-generation emerges, computer-assisted pronunciation training (CAPT) has begun to receive more recognition in academic institutions for pronunciation learning.…
Descriptors: Foreign Countries, College Students, Computer Assisted Instruction, Pronunciation Instruction
White, Holly; Lally, Diane; Forbes, Cory T. – Journal of Geoscience Education, 2022
Groundwater is a critical component of the global water cycle and standards-based topic within science education. However, students articulate an array of ideas about groundwater systems, including their natural and human elements. One way to support students' learning about groundwater systems is through the use of data-driven, computer-based…
Descriptors: Middle School Students, Secondary School Science, Grade 7, Science Process Skills
Li, Yan; Hafner, Christoph A. – ReCALL, 2022
Considerable research has been conducted on the advancement of mobile technologies to facilitate vocabulary learning and acquisition in a second language (L2). However, whether mobile platforms lead to a comprehensive mastery of both receptive and productive vocabulary knowledge has seldom been addressed in previous literature. This study…
Descriptors: Computer Assisted Instruction, Vocabulary Development, Second Language Learning, English (Second Language)
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
Li, Xu; Ouyang, Fan; Chen, WenZhi – Journal of Computing in Higher Education, 2022
Group formation is a critical factor which influences collaborative processes and performances in computer-supported collaborative learning (CSCL). Automatic grouping has been widely used to generate groups with heterogeneous attributes and to maximize the diversity of students' characteristics within a group. But there are two dominant challenges…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Group Dynamics, Grouping (Instructional Purposes)
Richter, Catlin; Bédi, Branislav; Pálsson, Ragnar; Guðnason, Jón – Research-publishing.net, 2022
We are developing a Computer-Assisted Pronunciation Training (CAPT) system for learners of Icelandic as a second and foreign language (L2). Based on pre-designed tasks in pronunciation exercises, this system will provide corrective feedback on learners' speech. One of the main features we are implementing is a new method for automatic…
Descriptors: Indo European Languages, Second Language Instruction, Pronunciation, Computer Assisted Instruction

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