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Ellen Konstanse Hovik; Kathleen Nolan – Cogent Education, 2024
The aim of the study informing this paper was to investigate pre-service teachers' (PSTs') approaches to task design, posing the research question: How do pre-service teachers respond when they are asked to design an exploratory task using GeoGebra for 8th grade students? The research study and this paper focus on the PSTs' design stories rather…
Descriptors: Preservice Teachers, Experiential Learning, Middle School Mathematics, Mathematics Teachers
Bader Muteb Alsulami; Abdullah Baihan; Ahed Abugabah – Cogent Education, 2024
The COVID-19 pandemic precipitated an abrupt transition to online learning, impacting students with disabilities uniquely. This study examines the experiences of 62 such students in the new educational paradigm, employing a mixed-methods approach. Quantitative data were collected through surveys and questionnaires to assess privacy and security…
Descriptors: Students with Disabilities, Inclusion, Artificial Intelligence, Computer Security
Lisa Lundgren; Richard T. Bex; Jennifer Bauer; Adriane Lam; Emily Slater – Cogent Education, 2024
Characterizing who participates in and contributes to science communication efforts can extend our understanding of the science education ecosystem, including giving insight into what kinds of communication works for whom and under what conditions. We describe methods for characterizing an online, scientific affinity space using @TimeScavengers as…
Descriptors: Scientists, Geology, Social Networks, Interpersonal Communication
Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Jane Henriksen-Bulmer; Emily Rosenorn-Lanng; Stevie Corbin-Clarke; Samuel Ware; Davide Melacca; Lee-Ann Fenge – Interactive Learning Environments, 2024
Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy, aimed at young people aged 16-25…
Descriptors: Game Based Learning, Teaching Methods, Privacy, Safety
Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
Gurmeet Kaur; Meghna Mehndroo – Journal of Interdisciplinary Studies in Education, 2024
Digital addiction has become an intriguing concern over the recent years because of the rapid explosion of gadgets and other online platforms attracting youth to spend most of their time online. Excessive use of digital platforms has been associated with many psychological issues. The results revealed significant correlations among digital…
Descriptors: Foreign Countries, High School Students, Addictive Behavior, Handheld Devices
Pasawut Cheerapakorn; Kanitta Hinon; Panita Wannapiroon – International Education Studies, 2024
The Hybrid Project-Based Learning Model on Metaverse to Enhance Collaboration. The concept is based on the integration of hybrid learning, project-based learning, and metaverse. This research has the objective: (1) To study and synthesize the conceptual framework of the hybrid project-based learning model on metaverse to enhance collaboration. (2)…
Descriptors: Blended Learning, Active Learning, Student Projects, Cooperation
Shihui Feng; Xin Xu; Shanghao Li; Ze Li; David Gibson – Educational Technology Research and Development, 2024
Although the metaverse is a trending topic in several fields, it is not a new concept within the field of education. In this study, we followed the PRISMA framework and identified 37 articles since 2008 that researched the metaverse in education. We critically reviewed these articles, aiming to examine the evolution of the field's conceptual…
Descriptors: Computer Simulation, Technology Uses in Education, Barriers, Technology Integration
Varun Shenoy; Arjun Kumar Ghimire; Chaya Gopalan – Advances in Physiology Education, 2024
Human anatomy education serves as a gateway for entering the intricacies of health science. Human cadavers have been the gold standard for learning regional and gross anatomy. However, increasing barriers in acquisition, maintenance, and longevity have pushed anatomy education toward technology-based alternatives such as the Anatomage Table (AT),…
Descriptors: Anatomy, Human Body, Computer Simulation, Allied Health Occupations Education
The Imagineering Learning via Metaverse: ILM Model via Metaverse to Promote Creative Thinking Skills
Atthaphon Wongla; Pinanta Chatwattana – Journal of Education and Learning, 2024
The ILM model to promote creative thinking skills is concerning the application of the concepts of virtual technology in the instruction management, which is consistent and appropriate for learners in the digital age, so that they are able to learn anywhere and anytime by means of the brand-new teaching innovations. The objectives of this research…
Descriptors: Creative Thinking, Thinking Skills, Imagination, Models
Md Alimul Haque; Shameemul Haque; Sana Zeba; Kailash Kumar; Sultan Ahmad; Moidur Rahman; Senapathy Marisennayya; Laiq Ahmed – E-Learning and Digital Media, 2024
E-Learning Education systems are gaining attention day-to-day because of their inclusive pertinence in the distance education system. Due to COVID-19, the online learning education system has become very popular. Most probably, all education systems have been using the IoT-based E-Learning system to continue the students' education without…
Descriptors: Electronic Learning, Internet, Information Networks, Technology Uses in Education
Mark A. Elliott; Allan McGroarty; David J. Robertson – British Journal of Educational Psychology, 2024
Background: A volitional help sheet (VHS) is an intervention for promoting implementation intentions. This study was the first to test the effectiveness of a VHS for increasing university students' lecture attendance. Aims: To develop a VHS to increase university students' lecture attendance and test its effectiveness at increasing the proportion…
Descriptors: Synchronous Communication, Electronic Learning, Computer Mediated Communication, Randomized Controlled Trials
Kingsley Ofosu-Ampong – Discover Education, 2024
Limited studies exist on faculty members or lecturers' perception and behavioural acceptance of artificial intelligence (AI) (e.g. ChatGPT) for their students' benefit. Teachers are the decision-makers for students' teaching and classroom activities. In this regard, the study examined lecturers' use of AI-powered tools and the factors that…
Descriptors: Teaching Methods, Teacher Attitudes, Artificial Intelligence, Foreign Countries
Ghislain Nono Gueye; Jonathan R. Peterson – Journal of Economic Education, 2024
The authors present a Web application they designed in the R programming language as an experiential learning tool for teaching production theory. The app simulates production decisions where a manager is tasked to find the optimal mixture of inputs through experimentation. Users of the application are instructed to use calculations and intuitions…
Descriptors: Economics Education, Teaching Methods, Computer Oriented Programs, Programming Languages

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