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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
Kamal Moundy; Nadia Chafiq; Mohammed Talbi – Journal of Educators Online, 2025
For students in the digital era, the development of digital soft skills is necessary for them to face the new situations of digital transformation and evolution. Thus, it is important to develop and hybridize students' skills through educational technologies and active pedagogical methods, so they can improve their academic performance. The aim of…
Descriptors: Foreign Countries, Secondary School Students, Digital Literacy, Electronic Books
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
Tom Neuschafer – Journal of Educators Online, 2025
Online instructors have identified several issues that must be addressed to facilitate better online learning experiences, including authentic experiential education, building community, technology for remote learning, and supporting learners. Online forums are often used by users to express their frustrations, feelings, jokes, and even…
Descriptors: Computer Mediated Communication, Second Language Learning, Handheld Devices, Educational Technology
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
Sevil Hanbay-Tiryaki; Fatih Balaman – International Journal of Contemporary Educational Research, 2025
This study aims to explore Web 3.0 technology, a transformative internet evolution that has just begun impacting our lives and is expected to play a pivotal role in shaping the future, alongside the Metaverse and its potential applications in education. Through insights gathered from five field experts via semi-structured interviews, this study…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Educational Technology, Computer Simulation
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
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Amando Jr. Singun – Discover Education, 2025
This study investigates the challenges hindering the implementation of Digital Transformation (DT) in Higher Education Institutions (HEIs) by thoroughly reviewing the literature. It identifies multiple dimensions and subdimensions of these barriers to offer valuable insights to help HEIs navigate their transformation processes successfully. By…
Descriptors: Higher Education, Barriers, Literature Reviews, Meta Analysis
Kevin Peyton; Saritha Unnikrishnan; Brian Mulligan – Discover Education, 2025
Within the university sector, student recruitment and enrolment are key strategies as institutions strive to attract, retain and engage students. This strategy is underpinned by the provision of services, applications and technologies that facilitate lecturing and support staff. Universities that offer online learning have a particular incentive…
Descriptors: Universities, Artificial Intelligence, Computer Mediated Communication, College Students
Basil Hanafi; Mohammad Ali; Devyaani Singh – Discover Education, 2025
Quantum computing is the beginning of a new age for diverse industries, and educational technologies will significantly benefit from such quantum developments. This is a novel approach, applying quantum algorithms to enhance educational technologies, with no previous studies addressing the integration of quantum computing for personalized…
Descriptors: Educational Technology, Computer Security, Ethics, Algorithms

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