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Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
Naveh, Gali; Shelef, Amit – International Journal of Educational Management, 2021
Purpose: Research has shown that the much-anticipated technology revolution in higher education has failed to come to fruition. The arrival of 'digital natives' millennial students to higher education was presume to present even greater challenge concerning technology use. In light of these gaps, this research aims to capture higher education…
Descriptors: Student Attitudes, Undergraduate Students, Young Adults, Engineering Education
Sahin, Ferhan; Sahin, Yusuf L. – International Technology and Education Journal, 2021
Increasing the quality of education with the use of technology has been one of the main goals of education for many years. In this direction, e-learning systems have attracted great interest from higher education institutions and large-scale investments have been made in these systems. The transition to online education worldwide with the effect…
Descriptors: Electronic Learning, Distance Education, Technology Integration, COVID-19
Luik, Piret; Taimalu, Merle – Education Sciences, 2021
Teacher education must provide the knowledge and skills necessary for technology integration, but also influence attitudes and beliefs. Little research has been conducted on how knowledge, beliefs, and attitudes predict teachers' intentions to use technology. The aim of this study was to identify how perceived knowledge about technology…
Descriptors: Intention, Technology Integration, Educational Technology, Technology Uses in Education
Birt, James; Vasilevski, Nikolche – Educational Technology & Society, 2021
Immersive virtual reality (IVR) and mobile technologies have been identified as important in reimaging information delivery and pedagogy. This, coupled with evolving research in single (SUVR) and multiuser (MUVR) IVR environments, may enhance educational practice. However, there is limited research on the impact of such technologies on the…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Educational Technology
Mon, Chit Su; Yap, Kian Meng; Ahmad, Azlina – Electronic Journal of e-Learning, 2021
Educational entertainment or edutainment is a popular approach to allow learners experience a fun learning environment while acquiring knowledge. Currently, this approach is widely used and has promising benefits, whereby not only it provides a fun learning environment but also cause learners to hardly notice the learning process. However, as…
Descriptors: Visual Impairments, Blindness, Students with Disabilities, Educational Technology
Espelage, Dorothy L.; Robinson, Luz E.; Woolweaver, Ashley; Valido, Alberto; Davis, Alex; Hunt, Kristen; Marmolejos, Roslyn Reynoso; Medina, Courtney; Meltsner, Zeke; Yalamanchi, Kovida; Vincent, Claudia G.; Marquez, Brion; Walker, Hill M.; Svanks, Rita; Pennefather, Jordan – Journal of School Violence, 2021
This study, grounded in the theory of diffusion, utilizes a qualitative phenomenological methodology to understand perspectives of parents and school personnel on the implementation of tiplines and/or reporting apps for school safety. Barriers and facilitators for the development and successful implementation of "Advocatr," a…
Descriptors: School Safety, School Violence, Computer Software, Educational Environment
Lahrash, Husam A. E.; Elmansori, Mansaf M.; Salama, Mostafa – Journal of Educational Technology, 2021
The current paper conducted a critical analysis on the studies that have been carried out in both developing and developed countries regarding the adoption of e-learning technology based on the Unified Theory of Acceptance and Use of Technology (UTAUT2). The findings indicated that the UTAUT2 model is highly influential for all the models such as…
Descriptors: Educational Research, Adoption (Ideas), Technology Integration, Educational Technology
Antwi-Boampong, Ahmed – Turkish Online Journal of Educational Technology - TOJET, 2021
The concept of Blended Learning (BL) is gaining widespread attention in Ghana as many public universities' switches into this delivery format. The paper investigates the BL experiences of students from a public university and among other things presents their views relative to the determinants of BL adoption and the barriers encountered out of the…
Descriptors: Blended Learning, Electronic Learning, Integrated Learning Systems, Technology Integration
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Oh, Eun Young; Song, Donggil – Educational Technology Research and Development, 2021
This developmental research aims to (1) examine the design and developmental process, (2) investigate the nature and structure of the application, and (3) analyze the results of expert reviews and usability tests. Twenty-five participants, including a developer, an instructional designer, Korean language educators, educational technology…
Descriptors: Computational Linguistics, Identification, Audio Equipment, Man Machine Systems
Ramos, Vinicius F. C.; Cechinel, Cristian; Magé, Larissa; Lemos, Robson – Informatics in Education, 2021
Teaching introductory computer programming and choosing the proper tools and programming languages are challenging tasks. Most of the existing tools are not fully integrated into systems to support the teaching-learning processes. The present paper describes the usability evaluation of the Virtual Programming Lab module for Moodle (VPL-Moodle)…
Descriptors: Student Satisfaction, Teacher Attitudes, Usability, Computer Interfaces
Babo, Rosalina; Rocha, Joana; Fitas, Ricardo; Suhonen, Jarkko; Tukiainen, Markku – International Journal of Information and Communication Technology Education, 2021
In recent years, universities and other academic institutions have been performing collaborative learning to improve the students' skills, competencies, and learning outcomes. The problem-based learning approach is a learning method where students can work in groups to develop these skills. However, when working in groups, the students are not…
Descriptors: Self Evaluation (Individuals), Peer Evaluation, Educational Technology, Technology Uses in Education
Albo, Laia; Hernandez-Leo, Davinia – IEEE Transactions on Learning Technologies, 2021
This article presents an evaluation of edCrumble, a blended learning authoring tool for teachers. The tool visually represents learning designs and integrates data analytics to scaffold teacher design decisions. In addition to assessing the usability of edCrumble using Usability Metric for User Experience questionnaire, analyses of participant…
Descriptors: Programming, Blended Learning, Teaching Methods, Instructional Design
Sartinah, Endang Pudjiastuti; Andajani, Sri Joeda; Ashar, Muhammad Nurul; Budiati, Eryana Fatimasari Retno – World Journal on Educational Technology: Current Issues, 2021
Students can learn through printed teaching materials, audio and video programs, weblogs, and or other media based on ICT (Information and Communication Technology). Yet, educators still play an essential role in designing every learning activity. This research aims to produce a prototype of the product development of accessible IT teaching…
Descriptors: Assistive Technology, Electronic Learning, Accessibility (for Disabled), Students with Disabilities

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