Publication Date
In 2025 | 44 |
Since 2024 | 175 |
Since 2021 (last 5 years) | 686 |
Since 2016 (last 10 years) | 1541 |
Since 2006 (last 20 years) | 2238 |
Descriptor
Source
Author
Hwang, Gwo-Jen | 15 |
Beavis, Catherine | 9 |
Hong, Jon-Chao | 9 |
Rahimi, Seyedahmad | 8 |
Clark, Douglas B. | 7 |
Denner, Jill | 7 |
Fokides, Emmanuel | 7 |
Ji-Eun Lee | 7 |
Mayer, Richard E. | 7 |
Cardoso, Walcir | 6 |
Chen, Ching-Huei | 6 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 58 |
Practitioners | 37 |
Researchers | 15 |
Students | 9 |
Policymakers | 7 |
Parents | 5 |
Administrators | 4 |
Counselors | 1 |
Location
Turkey | 151 |
Taiwan | 101 |
Australia | 58 |
China | 38 |
United Kingdom | 36 |
Canada | 31 |
Germany | 30 |
Japan | 29 |
Brazil | 27 |
Greece | 26 |
Indonesia | 26 |
More ▼ |
Laws, Policies, & Programs
United Nations Convention on… | 4 |
Elementary and Secondary… | 3 |
First Amendment | 1 |
No Child Left Behind Act 2001 | 1 |
Race to the Top | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 5 |
Meets WWC Standards with or without Reservations | 5 |
Holmes, Shawn Y.; Annetta, Leonard; Crumb, Loni – Journal of Education in Science, Environment and Health, 2019
A computer-based simulation, Hazelton High at REST (HHR), with embedded performance-based assessments and Likert-type survey questions was created to assess preservice teacher recognition of racial and gender intolerant behaviors. The simulation was modeled after the Racial Ethical Sensitivity Test (REST), a reliable video-based assessment,…
Descriptors: Preservice Teachers, Science Teachers, Ethics, Gender Differences
O'Brien, Churairat – ProQuest LLC, 2019
As young children increasingly use the Internet, the children need to learn and apply cybersecurity fundamentals to protect personal data. Teaching young students the basics of strong passwords and data protection in a K-12 classroom setting is an obvious starting point. The literature shows an absence of approved cybersecurity curriculums for use…
Descriptors: Teacher Attitudes, Information Security, Computer Security, Teaching Methods
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: Health Behavior, Homeless People, Disadvantaged Youth, High School Students
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Kermani, Hengameh – Malaysian Journal of Learning and Instruction, 2017
Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Elementary School Mathematics
Wong, Lung-Hsiang; Looi, Chee-Kit; Boticki, Ivica – Research and Practice in Technology Enhanced Learning, 2017
Appropriate design of collaborative learning activities for students using mobile devices can be supported by different forms of scaffolding provided by peers, by the teacher or by the technology. Building on prior studies in mCSCL (mobile computer-supported collaborative learning), we developed Chinese-PP, a novel in-class mobile synchronous…
Descriptors: Scaffolding (Teaching Technique), Chinese, Teaching Methods, Educational Technology
Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
Baroody, Arthur J. – Grantee Submission, 2017
Addressed are four key issues regarding concrete instruction: What is concrete? What is a worthwhile concrete experience? How can concrete experiences be used effectively in early childhood mathematics instruction? Is there evidence such experiences work? I argue that concrete experiences are those that build on what is familiar to a child and can…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematics Skills, Knowledge Level
Spaniol, Mayra Muller; Shalev, Lilach; Kossyvaki, Lila; Mevorach, Carmel – Journal of Autism and Developmental Disorders, 2018
This study assessed the effectiveness of an attention intervention program (Computerized Progressive Attentional Training; CPAT) in improving academic performance of children with ASD. Fifteen 6-10 year olds with ASD attending a mainstream and a special school were assigned to an experimental (CPAT; n = 8) and active control (computer games; n =…
Descriptors: Attention Control, Training, Autism, Pervasive Developmental Disorders
Lan, Yu-Ju; Liao, Chia-Ying – Innovation in Language Learning and Teaching, 2018
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
Descriptors: Listening Comprehension, Second Language Learning, Second Language Instruction, Interviews
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
Designing Effective Pedagogical Approaches with Next-Generation LMS for Students in Higher Education
Laohajaratsang, Thanomporn – THAITESOL Journal, 2018
This research examines a selection of academic articles, existing evidence, and early indications of newly-designed Learning Management System (LMS) tools/functions, and then analyzes and synthesizes the concepts to form a thorough description of the components within the concept of next-generation LMS. The comparison of conventional LMS and…
Descriptors: Management Systems, Artificial Intelligence, Social Media, Computer Mediated Communication
Bagley, E. A.; Shaffer, D. W. – Journal of Computer Assisted Learning, 2015
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not only by taking action, but also with the aid of mentors who provide guidance in the…
Descriptors: Computer Games, Simulated Environment, Thinking Skills, Mentors
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Computer Games, Video Games
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2015
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using…
Descriptors: Computer Games, Design, Student Projects, Performance