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Boris Aberšek; Metka Kordigel Aberšek – International Baltic Symposium on Science and Technology Education, 2025
When life (society) changes rapidly and drastically, school (education) must change accordingly. However, not all changes are good and beneficial for society, so schools must also think critically and work with a time lag that allows for critical reflection and the search for more rational and optimal solutions. Teachers remain essential in the…
Descriptors: Educational Change, Teaching Methods, Decision Making, Interpersonal Relationship
Jinhe Zhang – European Journal of Education, 2025
This study explores how well DAW software works for students' 'Academic Singing' training in raising their motivation and academic performance. The practical portion included a case study based on the BandLab DAW system, including its educational analysis. A five-month experiment was conducted with 150 s-year [Harbin Normal University]…
Descriptors: Music Education, Singing, Computer Software, Student Motivation
Yao Wang; Yiting Zhao; Xin Tian; Jiachen Yang; Shijian Luo – International Journal of Technology and Design Education, 2025
This study aims to examine design students' intention towards using Artificial Intelligence-aided Design Tools (AIDTs). An extended model is developed by combining the affective-cognitive consistency theory with the Unified Theory of Acceptance and Use of Technology (UTAUT). Data are collected through online comments from Chinese streaming media…
Descriptors: Foreign Countries, Design, Student Attitudes, Intention
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Reza Gholami; Sima Salahshour – International Journal of Education and Literacy Studies, 2025
With its constant advancements, technology has altered teaching and learning in certain ways in the modern era. One of the most widely used technology-based teaching strategies that has been overly popular in recent years is the use of digital media in English language training. Yet, anxiety is one of many emotional states that are significantly…
Descriptors: Educational Technology, Technology Uses in Education, English (Second Language), Second Language Learning
Sitthisak Champadaeng; Sun Yijia – International Journal of Education and Literacy Studies, 2025
The objectives of this study were to (i) examine the studies about history of development and the archaeological site of the ancient city of Xingcheng, and (ii) investigate students' learning of history of the archaeological site of Xingcheng using knowledge transfer via digital media. The data were collected from surveys, interviews,…
Descriptors: Foreign Countries, Asian History, History Instruction, Historic Sites
Brian Shambare; Thuthukile Jita – International Journal of Virtual and Personal Learning Environments, 2025
In many Global South countries, including South Africa, the adoption of Virtual Lab (VL) remains largely conceptual. This paper emphasizes the necessity of understanding teachers' perceptions of VL before implementation to mitigate risks of abandonment or underutilization post deployment. Guided by the Technology Acceptance Model (Davis, 1989),…
Descriptors: Foreign Countries, Science Education, Educational Technology, Computer Simulation
Jesús Manuel Soriano-Alcantara; Francisco D. Guillén-Gámez; Julio Ruiz-Palmero – Technology, Knowledge and Learning, 2025
Digital competencies are very significant in terms of integrating digital resources into educational processes. This study presents the validity and reliability of an instrument created by Carrera et al. (2011), in order to evaluate the basic digital competence of the three main educational agents of the educational community (teachers, students,…
Descriptors: Foreign Countries, Test Validity, Test Reliability, Digital Literacy
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
Rebecca J. Collie; Andrew J. Martin – Social Psychology of Education: An International Journal, 2025
Educational bodies are weighing up the extent to which generative artificial intelligence (genAI) is embedded within educational settings. Although researchers have examined how (generative) AI can be used for effective teaching and learning, less is known about how genAI was being integrated within teachers' practice shortly after the wide-scale…
Descriptors: Teaching Methods, Learning Processes, Artificial Intelligence, Computer Software
Tra Lam Pham; Thi Phuong Thanh Tran; Thi Kim Thoa Dau; Anh Hoa Tran – Higher Education, Skills and Work-based Learning, 2025
Purpose: This study investigates the determinants of digital competencies (DC) of students and professionals in accounting. Design/methodology/approach: A total of 278 valid questionnaires were collected from 145 accounting students and 133 professionals to test the relationship between some characteristics of learners through the t-test and…
Descriptors: Foreign Countries, College Students, Accounting, Professional Personnel
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
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

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