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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Xieling Chen; Di Zou; Haoran Xie; Gary Cheng; Zongxi Li; Fu Lee Wang – International Review of Research in Open and Distributed Learning, 2025
Massive open online courses (MOOCs) offer rich opportunities to comprehend learners' learning experiences by examining their self-generated course evaluation content. This study investigated the effectiveness of fine-tuned BERT models for the automated classification of topics in online course reviews and explored the variations of these topics…
Descriptors: MOOCs, Distance Education, Online Courses, Course Evaluation
Sevil Hanbay-Tiryaki; Fatih Balaman – International Journal of Contemporary Educational Research, 2025
This study aims to explore Web 3.0 technology, a transformative internet evolution that has just begun impacting our lives and is expected to play a pivotal role in shaping the future, alongside the Metaverse and its potential applications in education. Through insights gathered from five field experts via semi-structured interviews, this study…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Educational Technology, Computer Simulation
Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Amando Jr. Singun – Discover Education, 2025
This study investigates the challenges hindering the implementation of Digital Transformation (DT) in Higher Education Institutions (HEIs) by thoroughly reviewing the literature. It identifies multiple dimensions and subdimensions of these barriers to offer valuable insights to help HEIs navigate their transformation processes successfully. By…
Descriptors: Higher Education, Barriers, Literature Reviews, Meta Analysis
Kevin Peyton; Saritha Unnikrishnan; Brian Mulligan – Discover Education, 2025
Within the university sector, student recruitment and enrolment are key strategies as institutions strive to attract, retain and engage students. This strategy is underpinned by the provision of services, applications and technologies that facilitate lecturing and support staff. Universities that offer online learning have a particular incentive…
Descriptors: Universities, Artificial Intelligence, Computer Mediated Communication, College Students
Basil Hanafi; Mohammad Ali; Devyaani Singh – Discover Education, 2025
Quantum computing is the beginning of a new age for diverse industries, and educational technologies will significantly benefit from such quantum developments. This is a novel approach, applying quantum algorithms to enhance educational technologies, with no previous studies addressing the integration of quantum computing for personalized…
Descriptors: Educational Technology, Computer Security, Ethics, Algorithms
Yu-Chi Chen; Huei-Tse Hou – Asia-Pacific Education Researcher, 2025
To promote motivation and interaction among learners for relationship education in online learning, we designed a digital gamified learning activity for relationship education combined with conceptual and reflective scaffolding. We measured the learning achievement of learners' knowledge, motivation, anxiety and flow during the activity. This…
Descriptors: Educational Technology, Gamification, Learning Activities, Interpersonal Relationship
Kheira Ouassif; Benameur Ziani – Education and Information Technologies, 2025
The integration of educational data mining and deep neural networks, along with the adoption of the Apriori algorithm for generating association rules, focuses to resolve the problem of misdirection of students in the university, leading to their failure and dropout. This is reached through the development of an intelligent model that predicts the…
Descriptors: Predictor Variables, College Students, Majors (Students), Decision Making
Øyunn Syrstad Høydal – Scandinavian Journal of Educational Research, 2025
This article engages in evidence-based policymaking by addressing (a) how civil servants endeavor to link evidence and policy and (b) examining how political bias influences this knowledge work in the ongoing digitalization of the Norwegian school. More specifically, it looks at the "uncertainties" civil servants encounter in their…
Descriptors: Policy Formation, Government Employees, Political Influences, Educational Technology
Alberto A. P. Cattaneo; Chiara Antonietti; Martina Rauseo – Vocations and Learning, 2025
This study involves 1,654 in-service Swiss vocational teachers to investigate the actual use of 21 different educational technologies (USE) across four different teaching profiles and its interplay with teachers' perceived digital competence (PDC) and perceived usefulness (PU) of technology. The results indicated that the mean USE scores did not…
Descriptors: Career and Technical Education, Career and Technical Education Teachers, Technology Uses in Education, Digital Literacy
Chiao Ling Huang; Lianzi Fu; Shih-Chieh Hung; Shu Ching Yang – Journal of Computer Assisted Learning, 2025
Background: Many studies have highlighted the positive effects of visual programming instruction (VPI) on students' learning experiences, programming self-efficacy and flow experience. However, there is a notable gap in the research on how these factors specifically impact programming achievement and learning intentions. Our study addresses this…
Descriptors: Attention, Self Efficacy, Visual Aids, Instructional Effectiveness
Neil Dixon; Rob Howe; Uwe Matthias Richter – Research in Learning Technology, 2025
Learning analytics (LA) provides insight into student performance and progress, allowing for targeted interventions and support to improve the student learning experience. Uses of LA are diverse, including measuring student engagement, retention, progression, student well-being and curriculum development. This article provides perspectives on the…
Descriptors: Learning Analytics, Educational Benefits, Case Studies, Higher Education
Betül Czerkawski – TechTrends: Linking Research and Practice to Improve Learning, 2025
In the rapidly evolving landscape of higher education, we are witnessing an unprecedented surge in the use of Artificial Intelligence (AI). This rapid surge necessitates a thorough exploration of how faculty members, instructional designers, and researchers adopt AI, especially GenAI, using learning design practices. The present research study…
Descriptors: Convergent Thinking, Creative Thinking, Creativity, Artificial Intelligence

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