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David Juárez-Varón; Manuel Ángel Juárez-Varón; Ana Mengual-Recuerda; Beatriz Andres – International Journal of Game-Based Learning, 2024
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting,…
Descriptors: College Students, Human Resources, Personnel Management, Courses
Nathalie Barz; Manuela Benick; Laura Dörrenbächer-Ulrich; Franziska Perels – Discover Education, 2024
The present study examines university students' acceptance of e-learning according to the Technology Acceptance Model (TAM). We also investigate the influence of external factors, including self-efficacy with digital media, self-regulated learning, prior experience, and affinity for technology, to extend the model with valid individual factors.…
Descriptors: Undergraduate Students, Electronic Learning, Self Management, Foreign Countries
Nagaletchimee Annamalai; Surajwaran Mangaleswaran; Radzuwan Ab Rashid; Marwan Harb Alqaryouti; Ala Eddin Sadeq – SAGE Open, 2024
This study employed a mixed-methods design to investigate the experiences of ESL students during their English language learning interactions through the WhatsApp platform. The primary objective was to examine the presence of social, cognitive, and teaching presences in the WhatsApp interactions using the Community of Inquiry (CoI) model. A survey…
Descriptors: Undergraduate Students, English (Second Language), Second Language Learning, Asians
Liping Fu; Yunfeng Qiu – European Journal of Psychology of Education, 2024
The COVID-19 pandemic has forced higher education to enter into a phase of blended learning that combines in-person and mandatory online learning. This new combination has presented great challenges in promoting academic wellbeing. Anchored by the conservation of resources theory, this study undertakes to explore the contributions of personal…
Descriptors: Foreign Countries, Undergraduate Students, Blended Learning, Learner Engagement
Gonzalo Alfonso Beltrán Alvarado; Adriana Patricia Huertas Bustos – Electronic Journal of e-Learning, 2024
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of…
Descriptors: Indigenous Populations, Physical Environment, Simulated Environment, Synthesis
Sulma Paola Vera-Monroy; Sandra Rodriguez; Manuel Alfredo Figueredo – International Journal of Mathematical Education in Science and Technology, 2024
This study evaluates the implementation of a collaborative/game-based learning strategy on final year B.Sc. students focused on reinforcing the Taylor theorem (a mathematical concept previously learned, usually forgotten over time and widely used in chemical engineering) and analyses its effect on their academic performance. To this end, the…
Descriptors: Undergraduate Students, Engineering Education, Game Based Learning, Teaching Methods
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Peter Johannesson; Anette Olin – Scandinavian Journal of Educational Research, 2024
Although action research has a history of bridging gaps between research and school practice, challenges emerge when aligning a scientific approach with development work in schools and in collaboration between research and school practice. In this article, we aim to deepen the knowledge on teachers' action research as social learning in…
Descriptors: Research and Development, Theory Practice Relationship, Action Research, Secondary School Teachers
Shaghayegh Fateh; Oluwatobiloba Theresa Ayangbola; Joshua W. Reid; Sylvia W. Zakher; Zubeyde Demet Kirbulut Gunes; Amy J. Phelps; Aspen Malone; Gregory T. Rushton – Journal of Chemical Education, 2024
Collaboration is an aspect of engagement that focuses on learning through group work and having discussions with other learners. Active learning approaches are a way to foster collaborative engagement because they provide more opportunities for interaction among learners. Process Oriented Guided Inquiry Learning (POGIL), a socially mediated active…
Descriptors: English Language Learners, Inquiry, Cooperative Learning, Active Learning
Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
Desiree Forsythe; Rebecca M. Green; Jeremy L. Hsu – CBE - Life Sciences Education, 2024
Office hours are an integral component of science, technology, engineering, and math (STEM) courses at nearly all colleges and universities. Despite their ubiquity as a support mechanism, there has only been limited work examining how instructors approach office hours and what shapes these approaches. Here, we conduct a phenomenographic study to…
Descriptors: STEM Education, College Faculty, Teacher Behavior, Teacher Student Relationship
Reza Dashtestani; Ahmad Mohamadi – Interactive Learning Environments, 2024
Educational directors and teachers have shown tremendous interest in developing interactive learning environments in educational contexts. This study examined the conceptualization of face-to-face teachers (n = 35) and online teachers (n = 26) in implementing interactive learning. A mixed-methods design using questionnaires and interviews was…
Descriptors: Interaction, Electronic Learning, In Person Learning, Barriers
Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
Nitesh Kumar Jha; Plaban Kumar Bhowmik; Kaushal Kumar Bhagat – Educational Technology Research and Development, 2024
A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning…
Descriptors: Thinking Skills, Computer Science Education, Comparative Analysis, Problem Solving

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