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Daniel Thurm; Shuhui Li; Bärbel Barzel; Lianghuo Fan; Na Li – Educational Studies in Mathematics, 2024
Facilitators, i.e., individuals who lead professional development (PD) programs, play a crucial role in providing high-quality PD to teachers, which is particularly relevant in the context of teaching mathematics with technology given the ubiquitous calls to exploit the potential of digital mathematical tools (DMT). However, quantitative research…
Descriptors: Facilitators (Individuals), Faculty Development, Cultural Differences, Beliefs
Annika Ohle-Peters; Mohamed A. Shahat; Abdullah K. Ambusaidi – Educational Studies, 2024
Texts and instructional pictures are widely used for facilitating students' understanding of complex content, especially in science subjects. International large-scale assessments repeatedly reveal differences in students' science achievement between countries. Since text-picture material (TPM) plays an essential role in science education, it is…
Descriptors: Foreign Countries, Instructional Materials, Science Teachers, Science Education
Jane Ihrig; Mary Clare Peate; Scott Wolla – Journal of Economic Education, 2024
The authors of this article address the challenges faced in implementing a literacy-targeted (LT) approach in economic education. Despite research demonstrating the benefits of the LT approach, there is resistance to its adoption in classrooms and the publication of supporting textbooks and materials. They identify four key input areas that serve…
Descriptors: Economics Education, Teaching Methods, Case Studies, Financial Policy
Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
Patricia Thibaut; Lucila Carvalho – Pedagogy, Culture and Society, 2024
Drawing on a socio-materialist perspective, this study analyses connections between cultural contexts, the social situatedness of learning experiences and the material artefacts in rural Chilean schools. Our focus on different dimensions of design foregrounds the ways materials and places may act together with other elements to influence human…
Descriptors: Rural Schools, Foreign Countries, Learning Processes, Cultural Context
Laetitia Antonowicz; Svetlana Poleschuk – UNICEF Innocenti - Global Office of Research and Foresight, 2024
The UNICEF-Akelius Digital Learning Initiative ('the Initiative') is one of the largest and longest-standing digital learning initiatives implemented by UNICEF. Launched in 2018 and continuing through 2024, this initiative spans various educational settings across 12 countries. Its primary focus is to improve education outcomes through digital…
Descriptors: Elementary Secondary Education, Foreign Countries, Second Language Learning, Technology Integration
Aleksandra Stevanovic; Radoslav Božic; Mirjana Štrboja – Interactive Learning Environments, 2024
In this research, the students' achievements in learning Calculus, before and during COVID-19 crisis, are analyzed and compared. Two groups of students, the experimental and the control one, were monitored. Both groups worked in three corresponding subgroups (traditional, hybrid and online) in the frame of different learning environment. The…
Descriptors: Educational Environment, Academic Achievement, Calculus, COVID-19
Eugene Geist; D'wana Webb – Childhood Education, 2024
The standby wooden blocks that are prevalent in most high-quality early childhood classrooms are missing from most primary and elementary grades. The goal for block play in early childhood is to support learning in mathematics, science, art, literacy and language arts, physical development, social studies, and social and emotional growth. This…
Descriptors: Elementary Schools, Classroom Environment, Instructional Materials, Manipulative Materials
Wang Zhou; YeaJin Kim – Education and Information Technologies, 2024
The application of artificial intelligence technologies, such as ChatGPT-4, offers a substantial chance to improve the learning process. The promising prospect of utilizing artificial intelligence and ChatGPT-4 to enhance educational interactions by offering tailored and engaging experiences is highly enticing. The promise of ChatGPT-4 resides in…
Descriptors: Music Education, Computer Software, Undergraduate Students, Foreign Countries
Hashituky Telesphore Habiyaremye; Celestin Ntivuguruzwa; Philothere Ntawiha – Education and Information Technologies, 2024
The current study aimed to sightsee the effectiveness of Mathematical knowledge for teaching (MKT) through lesson planning and technological pedagogical content knowledge (TPACK) on Rwandan mathematics tutors in teachers' training colleges. A quasi-experimental research design was used with a control and an experimental group. The experimental…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Lesson Plans, Mathematics Instruction
Homiyar Mobedji – Childhood Education, 2024
Innovation is crucial for addressing challenges faced by children with visual impairments, as it enables the development of adaptive technologies and inclusive educational tools that enhance accessibility, independence, and learning opportunities. Benetech, a leading innovator in the field of accessible literacy, is on a mission to bridge the…
Descriptors: Visual Impairments, Instructional Innovation, Accessibility (for Disabled), Assistive Technology
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Ilham Majid; Aloysius Duran Corebima; Hadi Suwono; Susriyati Mahanal – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
The implementation of instructional models in the classroom significantly impacts students' learning abilities and achievements. The adoption of a teacher-centered learning approach might lead to reduced student engagement in the learning process, consequently influencing their ability to acquire life skills. The current study aimed to determine…
Descriptors: Foreign Countries, Junior High School Teachers, High School Teachers, Teaching Experience
Cheng-Tai Li; Huei-Tse Hou; Wei-Shen Lin – Research in Science & Technological Education, 2024
Background: Educational board games have been receiving attention from educators in recent years. Designing the rules of board games based on cognitive theory, and further analysing educational board games from more dimensions are important issues that warrant further study. Purpose: The research designed a board game called Chemistry Story to…
Descriptors: Foreign Countries, Junior High School Students, Grade 8, Chemistry
Suphasa Phupunna; Nareerat Hongsamsibkao – Journal of Education and Learning, 2024
This study investigates the effects of combining blooket games with active learning to improve Chinese vocabulary memorization in first-year Chinese Language Teaching students at Rajabhat Mahasarakham University. This approach aimed to make learning more engaging for Thai students. The intervention involved 26 participants and vocabulary…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Instructional Materials

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