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Stoo Sepp; Shirley Agostinho; Sharon Tindall-Ford; Fred Paas – Educational Psychology Review, 2024
Performing hand gestures such as pointing and tracing while learning is an area of increasing focus in educational research. Previous studies have demonstrated that learners who performed these gestures while engaging with static paper- or computer-based learning materials performed better on posttests in multiple learning areas, such as…
Descriptors: Nonverbal Communication, Imitation, Multimedia Instruction, Tablet Computers
Adegoke Oke; John Serbe Marfo; Thomas Kull; Dale Rogers; Afia Frimpomaa Asare Marfo; Mohammed Hassan Noor; SudHanshu Mishra; Bridget McHenry; Sharmila Raj – Decision Sciences Journal of Innovative Education, 2024
The use of gamification to enhance learning in education has been well documented. However, little is known about whether gamification can impact supply chain management knowledge and behaviors among healthcare professionals. In this study, we tested the effectiveness of a simulation app (ShipShape) designed and developed to gamify the fundamental…
Descriptors: Instructional Effectiveness, Gamification, Supply and Demand, Information Management
Marcus Messer; Neil C. C. Brown; Michael Kölling; Miaojing Shi – ACM Transactions on Computing Education, 2024
We conducted a systematic literature review on automated grading and feedback tools for programming education. We analysed 121 research papers from 2017 to 2021 inclusive and categorised them based on skills assessed, approach, language paradigm, degree of automation, and evaluation techniques. Most papers assess the correctness of assignments in…
Descriptors: Automation, Grading, Feedback (Response), Programming
Kerstin Huber; Maria Bannert – Journal of Computing in Higher Education, 2024
The empirical study investigates what log files and process mining can contribute to promoting successful learning. We want to show how monitoring and evaluation of learning processes can be implemented in the educational life by analyzing log files and navigation behavior. Thus, we questioned to what extent log file analyses and process mining…
Descriptors: Learning Processes, Data Analysis, Navigation (Information Systems), Student Behavior
Chenxi Liu; Leqi Li; Zhe Gong – Journal of Creative Behavior, 2024
In the current research, we developed and tested a Cyber Malevolent Creativity Behavior Scale (CMCBS), which contains 11 items in three dimensions and aims to measure the degree of individuals' cyber malevolent creativity through malevolent creative behaviors in their lives. The results revealed satisfactory reliability with Cronbach's [alpha]…
Descriptors: Test Construction, Test Validity, Creativity, Behavior
Manuel Santos-Trigo; Matías Camacho-Machín; Fernando Barrera-Mora – ZDM: Mathematics Education, 2024
The aim of this paper is to review recently calculus curriculum reforms and research studies that document what types of understanding students develop in their precalculus courses. We argue that it is important to characterize what difficulties students experience to solve tasks that include the use of foundational calculus concepts and to look…
Descriptors: Mathematics Instruction, Calculus, Barriers, Problem Solving
Tyler Gaspich; Insook Han – Education and Information Technologies, 2024
Design thinking and virtual reality continue to infiltrate the K-12 landscape, with incredible promise for fostering deeper engagement with content. Design thinking in particular embodies maker education's beliefs in learning through building, but with the added caveat of solving real-world problems with the consideration of others' perspectives.…
Descriptors: Computer Simulation, Design, Thinking Skills, Perspective Taking
Razvan Gabriel Boboc; Robertas Damaševicius – Education and Information Technologies, 2024
This paper examines how Extending Reality (XR) technologies, such as Virtual and Augmented Reality, can provide innovative solutions for preventing and addressing bullying. A search for relevant articles was conducted in five electronic databases (ACM, Emerald, Science Direct, Scopus, and Web of Science), resulting in the identification of 867…
Descriptors: Bullying, Computer Simulation, Technology Uses in Education, Prevention
Anderson Pinheiro Cavalcanti; Rafael Ferreira Mello; Dragan Gaševic; Fred Freitas – International Journal of Artificial Intelligence in Education, 2024
Educational feedback is a crucial factor in the student's learning journey, as through it, students are able to identify their areas of deficiencies and improve self-regulation. However, the literature shows that this is an area of great dissatisfaction, especially in higher education. Providing effective feedback becomes an increasingly…
Descriptors: Prediction, Feedback (Response), Artificial Intelligence, Automation
Nomisha Kurian; Basma Hajir – Journal of Moral Education, 2024
Given much-discussed innovations in Virtual Reality as the 'ultimate empathy machine', we offer three provocations regarding the use of Virtual Reality to cultivate empathy: is empathy possible? Is empathy enough? Who controls how empathy is produced, and who is left out? As a case study, we examine the VR films that the United Nations High…
Descriptors: Refugees, Computer Simulation, Empathy, Moral Values
Lennert J. Groot; Kees-Jan Kan; Suzanne Jak – Research Synthesis Methods, 2024
Researchers may have at their disposal the raw data of the studies they wish to meta-analyze. The goal of this study is to identify, illustrate, and compare a range of possible analysis options for researchers to whom raw data are available, wanting to fit a structural equation model (SEM) to these data. This study illustrates techniques that…
Descriptors: Meta Analysis, Structural Equation Models, Research Methodology, Data Analysis
Noah Glaser; Charles Thull; Matthew Schmidt; Alice Tennant; Jewoong Moon; Cannon Ousley – Journal of Autism and Developmental Disorders, 2024
This systematic literature review discusses the use of spherical video-based virtual reality (SVVR) as a training and therapy intervention for autistic individuals. The authors emphasize the need for an evidence-based framework with guidelines and design considerations to help developers and educators tailor SVVR to the diverse needs of autistic…
Descriptors: Autism Spectrum Disorders, Literature Reviews, Computer Simulation, Intervention
Olga Viberg; Martine Baars; Rafael Ferreira Mello; Niels Weerheim; Daniel Spikol; Cristian Bogdan; Dragan Gasevic; Fred Paas – Journal of Computer Assisted Learning, 2024
Background Study: Peer feedback has been used as an effective instructional strategy to enhance students' learning in higher education. Objectives: This paper reports on the findings of an explorative study that aimed to increase our understanding of the nature and role of peer feedback in the students' learning process in a computer-supported…
Descriptors: Feedback (Response), Peer Evaluation, Computer Assisted Instruction, Cooperative Learning
Timothy Gallagher; Bert Slof; Marieke van der Schaaf; Michaela Arztmann; Sofia Garcia Fracaro; Liesbeth Kester – Journal of Computer Assisted Learning, 2024
Background: Learning analytics dashboards are increasingly being used to communicate feedback to learners. However, little is known about learner preferences for dashboard designs and how they differ depending on the self-regulated learning (SRL) phases the dashboards are presented (i.e., forethought, performance, and self-reflection phases) and…
Descriptors: Learning Analytics, Experiential Learning, Individualized Instruction, Computer System Design
Peng Wei Hsiao; Ling Qi Kong; Yu ling Ye – Interactive Learning Environments, 2024
Tennis elbow, known as lateral epicondylitis in medical terms, which affects the daily life function of most patients. Many patients are becoming less willing to practice traditional rehabilitation due to time and space constraints and the need to go to the hospital for rehabilitation. In this study, the concept of user experience, and the remote…
Descriptors: Computer Simulation, Rehabilitation, Experiential Learning, Influence of Technology

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