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Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
Ika Qutsiati Utami; Wu-Yuin Hwang; Uun Hariyanti – Journal of Educational Computing Research, 2024
Recently, automatic question generation (AQG) has been researched extensively for educational purposes. Existing approaches generally lack relevant information on the authentic context and problem diversity with various difficulty levels, so we proposed a new AQG system for generating contextualized and personalized mathematic word problems (MWP)…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Mathematics Instruction
Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
Hassane Benlaghrissi; L. Meriem Ouahidi – Smart Learning Environments, 2024
Combining mobile-assisted language learning (MALL) with project-based learning (PBL) might be the potential framework for enhancing EFL learners' speaking skills. However, only a few studies have scrutinised the impact of modern technologies on project work. More importantly, investigating how MALL, as a new field within ICT with unique…
Descriptors: Computer Assisted Instruction, Telecommunications, Handheld Devices, Second Language Learning
Akbar Bahari; Rui Li – Interactive Learning Environments, 2024
Given the important technology-assisted language learning (TALL)-empowered affordances, a comprehensive understanding of how these TALL tools facilitate learning across different language components, e.g., phonology, morphology, syntax, semantics, and pragmatics, could not only present the panoramic scenery of the subject matter but also inform…
Descriptors: Language Acquisition, Phonology, Morphology (Languages), Syntax
Niroj Dahal; Binod Prasad Pant; Bal Chandra Luitel; Basanta Raj Lamichhane; Tara Paudel – Online Submission, 2024
This research explores two methods through which ten preservice math teachers develop an understanding of trigonometric values. Using the unit circle, preservice math teachers engage in knowledge-building activities such as paper folding and GeoGebra application. Grounded in Altman and Kidron's 2016 didactical design research, this study examines…
Descriptors: Trigonometry, Mathematics Instruction, Preservice Teachers, Mathematics Teachers
Kavitha Murthi – ProQuest LLC, 2024
Background: With around 200,000 autistic students set to enter universities and the workforce in the next decade, inclusive programs are receiving increased attention to helping educational systems carefully integrate these students' needs. Moreover, educational programs recognize that problem-solving is critical for school success and optimal…
Descriptors: Autism Spectrum Disorders, Middle School Students, Problem Solving, Student Attitudes
Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
Zeleke B. Mekonnen; Destaw D. Yehualaw; Solomon M. Mengistie; Baye S. Mersha – Journal of Pedagogical Research, 2024
While computer animations have the potential to assist learners in understanding difficult concepts and eliminating misconceptions, studies supporting this claim are scarce. This study investigated how the 7E instructional model integrated with computer animations affected students' conceptual understanding and misconceptions about food making and…
Descriptors: Animation, Computer Assisted Instruction, Concept Formation, Misconceptions
Rui Guo – International Journal of Web-Based Learning and Teaching Technologies, 2024
To promote the construction of public physical education online courses in colleges and universities and the evaluation of the effectiveness of course teaching, this article combines 3D reconstruction techniques in computer vision to construct a set of human body shape reconstruction models and apply them to physical training exercises and…
Descriptors: Artificial Intelligence, Information Technology, Physical Education, Teaching Methods
Isabel M. Romero Albaladejo; María del Mar García López – Education and Information Technologies, 2024
The mathematical-related affect research agenda demands studies on the affect-cognition relationship, as well as interventions aimed at improving affective aspects of mathematical learning. The potential of technological environments for promoting cognitive changes in students has been widely informed and there is evidence of their influence in…
Descriptors: Geometry, Mathematics Instruction, Student Attitudes, Computer Software
Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
Alif Silpachai; Reza Neiriz; MacKenzie Novotny; Ricardo Gutierrez-Osuna; John M. Levis; Evgeny Chukharev – Language Learning & Technology, 2024
It is unclear whether corrective feedback (CF) provided by L2 computer-assisted pronunciation training (CAPT) tools must be 100% accurate to promote an acceptable level of improvement in pronunciation. Using a web-based interface, 30 native speakers of Chinese completed a pretest, a computer-based training session to produce nine sound contrasts…
Descriptors: College Students, Foreign Students, English (Second Language), Second Language Instruction
Gender Differences: The Impact of Gender Grouping on Egyptian STEM Undergraduates' Online Group Work
Wesam K. Morsi; Hala M. Assem – MEXTESOL Journal, 2024
This paper reports a study that compares teaching English as a foreign language (TEFL) through face-to-face (FTF) and CALL (Computer Assisted Language Learning) methods, comparing them with the interdisciplinary perspectives of sociology, social psychology, and educational technology. Based on the sociocultural theory, the influence of gender…
Descriptors: Gender Differences, English (Second Language), Second Language Instruction, In Person Learning
Dimitrellou, Eleni; Macmillan, Philip; Norwich, Brahm – Journal of Research in Special Educational Needs, 2023
School closures due to the COVID-19 pandemic uncovered the overriding need to create engaging online learning environments to facilitate students' learning. This paper focuses on the online evaluation of Own-Voice Intensive Phonics (OVIP) approach, a computer-assisted instruction programme used during the COVID restrictions to help 15 pupils aged…
Descriptors: Computer Assisted Instruction, Reading Instruction, Reading Difficulties, Electronic Learning

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