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Wells, Melissa Beck – Online Submission, 2022
Higher Education students that have identified themselves as experiencing stress and/or anxiety and depression have risen. Also, with many students opting for online or digital learning opportunities, identifying and fulfilling adult learners' needs is critical. Quality instructional design aimed at enhancing their achievement and…
Descriptors: Undergraduate Students, Stress Variables, Anxiety, Depression (Psychology)
Abdon-Liwanag, Belinda; Padohinog, Elgien C.; Balsicas, Nilda W. – Online Submission, 2022
Online learning system has been implemented as prevention for the continuous spread of COVID-19 among schools worldwide. Satisfaction with this new normal educational system is a significant aspect in a successful education process. This study aims to determine the perceived online learning satisfaction among college students. Using the…
Descriptors: Foreign Countries, Electronic Learning, College Students, Student Satisfaction
Yiyun Zhao – ProQuest LLC, 2022
While most animals have communication systems, few exhibit such high-level of complexity as human languages. One central question of linguistics and cognitive science is to explore what human cognitive underpinnings and learning mechanisms are necessary to master such a complex system. One influential approach is Chomskyan generativism which…
Descriptors: Psycholinguistics, Language Acquisition, Language Patterns, Bias
Owdij, Michael – ProQuest LLC, 2022
Beyond the classroom experiences are useful learning endeavors designed to help students connect classroom learning to the real world (Kilgo et al., 2015). The purpose of this action research was to evaluate the effect of a technology-based blended learning system on student motivation and interest in participation in beyond the classroom…
Descriptors: High School Students, STEM Education, Learning Motivation, Student Interests
Integrating Mixed Reality Technologies into an Environmental Learning Field Experience: A Case Study
O'Leary, Patrick J. – ProQuest LLC, 2022
The demand for technology integration has presented teachers with new pedagogical choices for designing engaging learning experiences for students. These technology choices are becoming abundant and varied, confronting teachers and administrators with determining how effective these methods are for teaching. This research was focused on one of…
Descriptors: Technology Integration, Computer Simulation, Environmental Education, Field Experience Programs
Kulesza, Amy E.; Imtiaz, Safa; Bernot, Kelsie M. – Journal of Microbiology & Biology Education, 2022
Service-learning and undergraduate research experiences are high-impact practices that have become more common in the sciences, but the benefits of short-term experiences have not been thoroughly investigated. The purpose of this study was to compare within-semester gains for students in a short-term service-learning (SL) or short-term research…
Descriptors: Biology, Science Instruction, Service Learning, Undergraduate Students
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Javarius J. D. Fields – ProQuest LLC, 2022
The learning environment in K-12 education has been a topic in education for many years, especially in the United States. The problem that was addressed in this mixed methods study is that students' standardized test scores may be affected by the learning environment--whether a traditional classroom or a virtual setting. The purpose of this…
Descriptors: Social Studies, Scores, Electronic Learning, In Person Learning
Shin Woong Rhee – ProQuest LLC, 2022
The purpose of this project is to change the elderly's perception of Somang School through lifelong education. The role of the elderly in an aging church is more important than ever. The church should help them play a pivotal role in the church, Eight participants participated in this project in 12 sessions at Somang School belonging to Somang…
Descriptors: Churches, Lifelong Learning, Church Role, Older Adults
Francine Bard Fabricant – ProQuest LLC, 2022
This exploratory case study examined how and if career counselors learned about the impact of automation and artificial intelligence (AI) on occupations, including which actions, activities, and conditions helped or hindered their learning, and what impact this learning had on their professional practice. The data included questionnaires and…
Descriptors: Career Counseling, Counselors, Automation, Artificial Intelligence
Simona Pesaresi – ProQuest LLC, 2022
Essential to a flourishing society in a changing environment, knowledge creation has become pervasive across social sectors. Creative work with knowledge and ideas requires dynamic forms of collaboration in which individuals adapt goals as new advances and problems emerge. To prepare students for creative knowledge work, new classroom designs…
Descriptors: Classroom Communication, Inquiry, Active Learning, Cooperative Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Aakriti Kumar; Aaron S. Benjamin; Andrew Heathcote; Mark Steyvers – npj Science of Learning, 2022
Practice in real-world settings exhibits many idiosyncrasies of scheduling and duration that can only be roughly approximated by laboratory research. Here we investigate 39,157 individuals' performance on two cognitive games on the Lumosity platform over a span of 5 years. The large-scale nature of the data allows us to observe highly varied…
Descriptors: Comparative Analysis, Computational Linguistics, Learning Processes, Computer Games
Kato, Fumie; Spring, Ryan; Mori, Chikako – Language Teaching Research, 2023
This quasi-experimental study reports on the outcomes of a video-synchronous learning program in which an element of project-based foreign language learning was integrated. The project chosen was to cooperatively create a homepage. American students learning Japanese in the United States and Japanese students learning English in Japan made pairs…
Descriptors: Comparative Analysis, Student Projects, Active Learning, Videoconferencing

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