Publication Date
| In 2026 | 41 |
| Since 2025 | 3657 |
| Since 2022 (last 5 years) | 17416 |
| Since 2017 (last 10 years) | 36261 |
| Since 2007 (last 20 years) | 69008 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 9874 |
| Teachers | 6670 |
| Researchers | 2554 |
| Administrators | 1790 |
| Policymakers | 1069 |
| Students | 681 |
| Media Staff | 653 |
| Parents | 264 |
| Counselors | 126 |
| Community | 101 |
| Support Staff | 62 |
| More ▼ | |
Location
| Australia | 2757 |
| Turkey | 2570 |
| United Kingdom | 2289 |
| Canada | 2245 |
| China | 1591 |
| United States | 1525 |
| Taiwan | 1444 |
| California | 1189 |
| Spain | 1038 |
| Germany | 962 |
| Japan | 881 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 62 |
| Meets WWC Standards with or without Reservations | 81 |
| Does not meet standards | 60 |
Tianjiao Zhao; Xi Lin; Ri Na – European Journal of Education, 2025
The integration of artificial intelligence (AI) into construction education is transforming how future professionals approach estimation tasks. This study examines the role of Togal AI--an AI-powered estimation tool--alongside the industry-preferred Bluebeam Revu 20 in undergraduate construction education. Through a structured experiment with 60…
Descriptors: Construction (Process), Construction Industry, Building Design, Undergraduate Students
Kuo-Lun Hsiao; Mu-Yen Chen; Yi-Ru Liao – Education and Information Technologies, 2025
This study developed a Metaverse Competency Scale (MCS) to measure users' proficiency in crucial metaverse skills. The scale was built on a thorough literature review covering digital avatars, immersive experiences, and decentralized value exchange. A two-phase questionnaire approach was employed. In the first phase, a pre-test questionnaire,…
Descriptors: Computer Simulation, Computer Uses in Education, Digital Literacy, Competence
Claudio M. Radaelli – Teaching Public Administration, 2025
How can science have more impact on policy decisions? The P-Cube Project has approached this question by creating five pedagogical computer games based on missions given to a policy entrepreneur (the player) advocating for science-informed policy decisions. The player explores simplified strategies for policy change rooted in a small number of…
Descriptors: Computer Games, Computer Uses in Education, Policy Formation, Graduate Students
LeaAnne Daughrity; Candace Walkington; Max Sherard – Grantee Submission, 2025
This study investigates the use of GeoGebra, a Dynamic Geometry Software (DGS) for math learning in Virtual Reality (VR) using head-mounted displays. We conducted a study with n = 20 middle school students receiving a mathematics tutoring intervention over time in a VR environment. Using theories of embodied cognition and playful mathematics, this…
Descriptors: Mathematics Education, Computer Software, Educational Technology, Computer Simulation
Inci Demir – Journal of Theoretical Educational Science, 2025
This study examines the impact of the Mobile-Assisted Language Learning (MALL) application, Memrise, on the vocabulary learning motivation of English as a Foreign Language (EFL) learners and interprets the findings of the study based on Second Langugae Acquisition (SLA) theories to bridge the gap between theory and practice. Within this context,…
Descriptors: Literature Reviews, Meta Analysis, English (Second Language), Second Language Learning
Gülay Bozkurt; Melike Yigit Koyunkaya; Mariam Haspekian – Educational Studies in Mathematics, 2025
This study examines micro-teaching experiences of two pre-service mathematics teachers (PMTs) as they teach the concept of a cylinder using GeoGebra, focusing on their potential learning during instruction. The study was conducted within a practicum course in the final year of a mathematics teacher education programme in Türkiye. The notions of…
Descriptors: Preservice Teachers, Mathematics Teachers, Mathematics Instruction, Teaching Methods
Lutendo Nendauni – Journal of Learning Development in Higher Education, 2025
In the context of the growing reliance on artificial intelligence (AI) tools for academic writing, this article explores how undergraduate students at a South African writing centre perceive and use feedback from both human tutors and AI-based tools. Drawing on Feedback Literacy and Critical Digital Pedagogy, the study investigates the strengths…
Descriptors: Foreign Countries, Undergraduate Students, Laboratories, Writing (Composition)
Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software
Weipeng Yang – Journal of Educational Computing Research, 2024
Computational Thinking (CT) is essential for developing creativity, problem-solving, and digital competence in the 21st century. Coding tools like robotic toys and tablet apps have become popular in early childhood education to support CT development, but there is a debate on which tool is more effective. Little evidence exists on the effect of…
Descriptors: Coding, Preschool Children, Computation, Thinking Skills
Amarasinghe, Ishari; Hernández-Leo, Davinia; Ulrich Hoppe, H. – International Journal of Computer-Supported Collaborative Learning, 2021
Under the notion of "CSCL scripts", different pedagogical models for structuring and supporting collaboration in the classroom have been proposed. We report on a practical experience with scripts based on the Pyramid collaborative learning flow pattern supported by a specific classroom tool and a teacher-facing dashboard that implements…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Scripts, Learning Analytics
Luse, Andy; Rursch, Julie – British Journal of Educational Technology, 2021
Engineering and technology educators continually strive for realistic, hands-on laboratory exercises to enhance their students' learning. This research describes the redesign of an undergraduate introductory computer networking course to include new weekly virtual laboratory assignments that culminate in a 'real world' final project of configuring…
Descriptors: Experiential Learning, Computer Science Education, Curriculum Design, Undergraduate Study
Panagiotis Panagiotidis – European Journal of Education (EJED), 2021
The use of Extended Reality technologies in education, and especially in language learning, has attracted the interest of language experts for the last 15 years. However, the recent technological progress as well as the simultaneous dramatic reduction of the cost of the necessary hardware has led to an impressive growth of the XR market, creating,…
Descriptors: Computer Simulation, Second Language Learning, Language Acquisition, Computer Software
Ryan C. Bleile – ProQuest LLC, 2021
Since near the very beginning of electronic computing, Monte Carlo particle transport has been a fundamental approach for solving computational physics problems. Due to the high computational demands and inherently parallel nature of these applications, Monte Carlo transport applications are often performed in the supercomputing environment. That…
Descriptors: Monte Carlo Methods, Computers, Computer Oriented Programs, Models
Legacy, Chelsey; Zieffler, Andrew; Fry, Elizabeth Brondos; Le, Laura – Statistics Education Research Journal, 2022
The influx of data and the advances in computing have led to calls to update the introductory statistics curriculum to better meet the needs of the contemporary workforce. To this end, we developed the COMputational Practices in Undergraduate TEaching of Statistics (COMPUTES) instrument, which can be used to measure the extent to which computation…
Descriptors: Statistics Education, Introductory Courses, Undergraduate Students, Teaching Methods
de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students

Peer reviewed
Direct link
