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Tony Lee; Vincent Cho – Journal of Educational Technology Systems, 2025
This study investigated the role of generative artificial intelligence (AI) tools in facilitating informal digital English learning activities among second language (L2) learners in a Chinese context. It explored how factors like learners' ideal L2 self-imagination, international posture, and perceptions of information quality influence their…
Descriptors: Artificial Intelligence, Blended Learning, Technology Uses in Education, Learning Activities
Zhao Shurong; Song Junxia – SAGE Open, 2025
Emotional experiences significantly affect students' health, learning outcomes, productivity, and social interactions. Therefore, investigating learners' emotional experiences in typical technology-related scenarios during the information age is crucial and meaningful. Utilizing assessment to bridge online and offline activities serves as a…
Descriptors: Emotional Experience, Blended Learning, College Students, Online Courses
Wendy A. Loughlin; Sarah L. Cresswell – Journal of Chemical Education, 2025
This review examines the evolution of tertiary undergraduate chemistry teaching from 2019 to 2023, including in response to the global pandemic's impact on teaching and learning methods and whether those adaptations have persisted. The authors assessed the current educational landscape against standards set by leading accreditation bodies, the…
Descriptors: Undergraduate Study, Chemistry, Science Instruction, Science Teachers
Yating Zhang; Zhangyan Miao – European Journal of Education, 2025
This study investigates the influence of technological literacy in artificial intelligence (AI), augmented/virtual reality (AR/VR), and mobile applications on English as a Foreign Language (EFL) students' engagement and motivation in technology-enhanced classrooms. A total of 357 Chinese EFL students participated in a survey-based quantitative…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Learning Motivation
Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
Cristina Portalés; Javier Sevilla; Pablo Casanova-Salas; Mar Gaitán; Sergio Casas – Journal of Geography in Higher Education, 2025
Data visualization is a complex matter and so is teaching it in the context of engineering and data science. Even more challenging is teaching in a midst of once in a century pandemic. In this paper, we show the results of a workshop conducted with second-year students on a university degree in data science, which took place in the context of…
Descriptors: Blended Learning, Geography Instruction, Learning Processes, Workshops
Somkiat Kongthanajindasiri; Manop Sungkaew; Benchaporn Sawangsri – Journal of Education and Learning, 2025
In this study, we aimed to develop an active play learning model to enhance cognitive thinking skills in elementary school students. We employed a qualitative research methodology, targeting health and physical education teachers from schools in Suphan Buri Province in Thailand. We collected data through individual surveys and indepth interviews…
Descriptors: Foreign Countries, Play, Executive Function, Elementary School Students
Lebrón, Mariana J.; Lasley, Joe – New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students…
Descriptors: Games, Design, Leadership, Game Based Learning
Kermarrec, Gilles; Regaieg, Ghada; Clayton, Rebecca – Physical Education and Sport Pedagogy, 2022
Introduction: Students' learning strategies and self-regulation processes are considered highly important in academic and Physical Education contexts. Educational researchers have called for mixed-method designs to investigate how students learn and not only what they learn. The aim of this literature review was to analyze the use of mixed-method…
Descriptors: Learning Strategies, Physical Education, Metacognition, Learning Processes
Hailikari, Telle; Virtanen, Viivi; Vesalainen, Marjo; Postareff, Liisa – Active Learning in Higher Education, 2022
Constructive alignment is often promoted as a principle to enhance the quality of learning but the student perspective has often been neglected when exploring its influence on student learning. There is therefore a need to further explore how students' experiences of the different elements of constructive alignment influence the approach to…
Descriptors: Alignment (Education), Learning Processes, Active Learning, Student Attitudes
Gioiosa, Marie Elaine; Kinkela, Katherine – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this study is to propose an alternative approach to the think-pair-share active learning method and assess it for outcomes. Design/methodology/approach: This paper evaluates student knowledge of the course content presented in the study (data analytics and artificial intelligence) using a pre- and post-test process with…
Descriptors: Active Learning, Learning Activities, Cooperative Learning, Instructional Effectiveness
Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
Mason, Lauren A.; Thomas, Ayanna K.; Taylor, Holly A. – Cognitive Research: Principles and Implications, 2022
Metacognition plays a role in environment learning (EL). When navigating, we monitor environment information to judge our likelihood to remember our way, and we engage in control by using tools to prevent getting lost. Yet, the relationship between metacognition and EL is understudied. In this paper, we examine the possibility of leveraging…
Descriptors: Metacognition, Environment, Learning Theories, Learning Motivation
O'Keefe-McCarthy, Sheila; Metz, Michael M.; Kahnert, Bernadette – LEARNing Landscapes, 2022
Employing applied theatre techniques of playbuilding, research-grounded scene development, and facilitated workshops has the potential to provide transformative learning. The He-ART-istic Journeys-Heart DIS-ease play is one example that invites learners to experience (living with heart disease). This aesthetic encounter creates a reflective space…
Descriptors: Transformative Learning, Experiential Learning, Theater Arts, Diseases
Perez, Omar D.; Vogel, Edgar H.; Naraslwodeyar, Sanjay; Soto, Fabian A. – Learning & Memory, 2022
Theories of learning distinguish between elemental and configural stimulus processing depending on whether stimuli are processed independently or as whole configurations. Evidence for elemental processing comes from findings of summation in animals where a compound of two dissimilar stimuli is deemed to be more predictive than each stimulus alone,…
Descriptors: Cues, Associative Learning, Stimuli, Prediction