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Lauritz Schewior; Marlit Annalena Lindner – Educational Psychology Review, 2024
Studies have indicated that pictures in test items can impact item-solving performance, information processing (e.g., time on task) and metacognition as well as test-taking affect and motivation. The present review aims to better organize the existing and somewhat scattered research on multimedia effects in testing and problem solving while…
Descriptors: Multimedia Materials, Computer Assisted Testing, Test Items, Pictorial Stimuli
Venkatesh S. Amin; Padmanabha C. H. – Journal on School Educational Technology, 2024
This paper explains how to prepare students to learn faster, as learning is not directly connected to classroom teaching. Learning can happen in various forms, and hence, experiential teaching connects students well. The learning could be faster and far greater than expected. This study follows a process incorporated for betterment and advancement…
Descriptors: Best Practices, Teaching Methods, Teacher Effectiveness, Educational Quality
Karen Ann Walstra; Johannes Cronje; Thirusellvan Vandeyar – Electronic Journal of e-Learning, 2024
Virtual reality (VR) is used across the educational spectrum (higher education, high school, primary school, and even pre-school); however, primary school teachers' perceptions of using VR in their classrooms require further research. A brief review of the literature of 100 existing articles related to teaching within the primary school context…
Descriptors: Computer Simulation, Elementary School Teachers, Teacher Attitudes, Technology Uses in Education
Pauletta Irwin; Maree Crepinsek; Rosanne Coutts – Interactive Learning Environments, 2024
"Background": The adoption of technology in healthcare and higher education supports an opportunity for educators to harness the capacity of digital environments. This research contributes to discourse of industry acceptance regarding the educational value of virtual teaching and learning nursing skills, along with transferability to…
Descriptors: Nursing Education, Experiential Learning, Computer Simulation, Nursing Students
Punya Mishra; Danah Henriksen – TechTrends: Linking Research and Practice to Improve Learning, 2024
In this article, we explore the intersection of creativity, education, and technology, with a focus on the impact of Generative AI (GenAI). We delve into the transformative potential of GenAI in redefining educational and creative processes and challenging our existing notions of learning and creativity. Through a conversation with renowned…
Descriptors: Creativity, Education, Technology, Artificial Intelligence
Amir Haj-Bolouri; Jesse Katende; Matti Rossi – Journal of Workplace Learning, 2024
Purpose: The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: "RQ1." What characterizes a gamified immersive…
Descriptors: Safety Education, Computer Simulation, Technology Uses in Education, Workplace Learning
Sarah K. Burriss; Kevin Leander – Reading Research Quarterly, 2024
Literacy has become inextricably bound with machine processes, especially in the age of ubiquitous, consequential artificial intelligence (AI). Despite a relatively long history of AI involvement in our everyday reading and writing practices, the public availability of generative AI tools has set off a wave of heated debate--and concern--about…
Descriptors: Ethics, Artificial Intelligence, Literacy, Computer Software
Teck Kiang Tan – Practical Assessment, Research & Evaluation, 2024
The procedures of carrying out factorial invariance to validate a construct were well developed to ensure the reliability of the construct that can be used across groups for comparison and analysis, yet mainly restricted to the frequentist approach. This motivates an update to incorporate the growing Bayesian approach for carrying out the Bayesian…
Descriptors: Bayesian Statistics, Factor Analysis, Programming Languages, Reliability
Juan Zheng; Zilong Pan; Shan Li; Charles Xie – Educational Technology & Society, 2024
Self-regulation is crucial for student success in scientific inquiry and engineering design. However, it remains unclear how students dynamically engage in self-regulated learning (SRL) processes to achieve high performance. In this study, we investigated the temporal nature of self-regulation during engineering design by leveraging computer trace…
Descriptors: Learning Strategies, Self Management, High School Students, High Achievement
Sirje Pihlap; Aire Kuresson; Tiina Kraav; Hannes Jukk; Kerli Orav-Puurand – International Journal for Technology in Mathematics Education, 2024
Mathematics seems abstract, difficult, and uninteresting to many students, which in turn reduces their interest in learning mathematics. It has been found that the use of ICT and meaningful contexts of problem-solving tasks can make learning mathematics more enjoyable and easier to understand for students. To increase students' interest in…
Descriptors: Foreign Countries, Secondary School Students, Mathematics Instruction, Computer Software
Michael Schneider – ProQuest LLC, 2024
Electronic textiles (e-textiles) weave computational and electronic components into fabric, enabling students to design and build fabric-based projects that interact with their surroundings. This meshing of physical hardware and virtual software can be difficult for students to untangle when debugging. Is an LED failing to light up because of an…
Descriptors: Troubleshooting, Computer Science Education, Computation, Secondary School Students
Rachel Franz – ProQuest LLC, 2024
Virtual Reality (VR) is rapidly gaining popularity as a consumer technology, yet accessibility has not been prioritized. VR enables users to interact with immersive virtual worlds, but effective interaction requires the ability to perceive and navigate the environment. Fortunately, over the past thirty years, hundreds of scene-viewing and…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Accessibility (for Disabled)
Lorilei G. Thompson – ProQuest LLC, 2024
Teacher preparation programs are ever evolving based on research and student needs. The use of technology, such as virtual reality (VR), is at the forefront of education to help provide opportunities for teacher candidates to practice teaching in a semi-authentic classroom environment of students with and without exceptionalities. VR is a way for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Preservice Teachers
Xu Ni; Xiyang Chen – International Journal of Web-Based Learning and Teaching Technologies, 2024
The 'Internet Plus Music Education' utilizes online technologies to transcend traditional educational constraints of time and space, offering students flexible and efficient learning pathways, thereby innovating the mode of music education. This study thoroughly analyzes the characteristics of this model and its future development, focusing on how…
Descriptors: Educational Technology, Technology Uses in Education, Music Education, Shared Resources and Services
Arthur William Fodouop Kouam – Discover Education, 2024
This study investigates the effectiveness of Intelligent Tutoring Systems (ITS) in supporting students with varying levels of programming experience. Through a mixed-methods research design, the study explores the impact of ITS on student performance, adaptability to different skill levels, and best practices for utilizing ITS in heterogeneous…
Descriptors: Intelligent Tutoring Systems, Instructional Effectiveness, Programming, Skill Development

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