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Hadi, Said Hirzi; Permanasari, Adhistya Erna; Hartanto, Rudy; Sakkinah, Intan Sulistyaningrum; Sholihin, Mahfud; Sari, Ratna Candra; Haniffa, Roszaini – Education and Information Technologies, 2022
Ethics education is increasingly needed in business schools due to the escalation of fraud in business practices. However, faculties face challenges in gaining the millennials and Z generation's interest and attention, who are generally digital savvy, when teaching accounting ethics. One of the learning media that is suitable for millennial and Z…
Descriptors: Ethical Instruction, Accounting, Business Administration Education, Computer Simulation
Nadeem, Muhammad Asif; Nisa, Zaib u.; Shah, Manzoor Husain – Pakistan Journal of Distance and Online Learning, 2022
The objective of the research was to identify teacher's readiness towards the acceptance of technology assessment model in e-teaching and identification of the problems faced by the teachers while switching to e-teaching. The nature of the study was qualitative. Data was collected from 04 public sector universities. Purposive sampling technique…
Descriptors: Foreign Countries, Readiness, Teacher Attitudes, Technology Integration
Veldkamp, Alice; Rebecca Niese, Johanna; Heuvelmans, Martijn; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2022
This study investigates the influence of the educational game design elements "immersion," "collaboration" and "debriefing," on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is,…
Descriptors: Educational Games, Instructional Design, Learning Processes, Game Based Learning
Amelina, Yevgeniya; Sutinen, Erkki; Helle, Seppo – Informatics in Education, 2022
User-centricity and usability are a premise of digitalization, a current trend for business model innovation based on advanced digital technologies. The article addresses a gap in the literature, in which descriptions of the cases of updating university curricula in usability are lacking. This gap also exists in the practice. The study uses the…
Descriptors: Educational Change, Usability, Information Technology, Computer Science Education
Yu, Zhonggen; Xu, Wei; Sukjairungwattana, Paisan – International Journal of Web-Based Learning and Teaching Technologies, 2022
Superstar Learning System, designed and developed by Superstar Company, is a learning platform where teachers and learners may have access to plentiful educational resources and interact with each other. Behavioral intention related to this platform has not been enough explored although many researchers have examined its use in education. A random…
Descriptors: Student Behavior, Educational Technology, Computer Interfaces, Technology Uses in Education
Yeo, Sheunghyun; Rutherford, Teomara; Campbell, Tye – Education and Information Technologies, 2022
Teachers' attitudes and beliefs play an important role in their integration of digital games in the classroom thus the transformative potential of game-based learning. In this study, we adapt the Technology Acceptance Model to examine elementary teachers' acceptance of a digital mathematics game and investigate antecedents to their intention to…
Descriptors: Teacher Attitudes, Beliefs, Educational Technology, Technology Uses in Education
Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
Achter, Sebastian; Borit, Melania; Chattoe-Brown, Edmund; Siebers, Peer-Olaf – International Journal of Social Research Methodology, 2022
This article describes and justifies a reporting standard to improve data use documentation in Agent-Based Modelling. Following the development of reporting standards for models themselves, empirical modelling has now developed to the point where these standards need to take equally effective account of data use (which previously has tended to be…
Descriptors: Data Use, Data Analysis, Models, Usability
Padohinog, Elgien C.; Balsicas, Nilda W.; Hingada, Laudimer C. – Online Submission, 2022
The use of online learning platforms has definitely impacted the students and teachers in their educational delivery. This study assessed the effectiveness of Google Classroom and Blackboard Learn as online learning platforms. Using a descriptive survey research, five hundred and thirty-six (536) respondents were involved in the study: Four…
Descriptors: Virtual Classrooms, Learning Management Systems, Electronic Learning, Program Effectiveness
Sandra M. Chafouleas; Dakota W. Cintron; D. Betsy McCoach; Amy M. Briesch; Jennifer N. Dineen; Taylor A. Koriakin – Grantee Submission, 2022
We explored factors associated with school approaches to identify and support student social, emotional, and behavioral needs. Hypothesized mediators of the relationship between district demographic characteristics and district academic and behavioral outcomes included district administrator perceptions of problems; use of a universal behavioral…
Descriptors: School Districts, Student Needs, Identification, Prevention
Stacy Nobles – ProQuest LLC, 2022
Ebooks have been eagerly adopted by higher education institutions. Printed text versus ebook preference poses a complex situation for college students. Postsecondary students will continue using this medium in their courses. Research has been lacking to effectively understand what relationships influence the efficacious use of ebooks. There is a…
Descriptors: Electronic Books, Electronic Learning, Community College Students, Technology Uses in Education
Andrew L. Simpson – ProQuest LLC, 2022
There are many acceptance factors that might influence teachers' intent to create instruction supplemented or enhanced with digital game-based materials (DGBM). A mixed-methods exploration of five research questions was used to describe how teachers' perceived ease of use, self-efficacy beliefs, opinions about usefulness, perceptions of relevance,…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Teachers, Teacher Attitudes
Ahadi Haji Mohd Nasir; Ely Salwana; Mohammad Nazir Ahmad – Journal of Information Technology Education: Innovations in Practice, 2025
Aim/Purpose: This paper addresses the lack of a standardized approach to information dashboard design and the absence of integrated Information Governance (IG) principles in this context. Background: This study addresses the critical role of IG principles in ensuring dashboards are reliable, secure, and effective. By integrating IG principles into…
Descriptors: Information Management, Information Policy, Information Dissemination, Information Systems
Zafer Unal – SRATE Journal, 2025
This study evaluates TeacherServer, a generative AI platform for educators, focusing on its effectiveness and usability. Using the Teachers' Acceptance of AI in Education (TAAI) framework, it assesses teachers' perceptions before and after workshops with 148 K-12 teachers from Florida. Results show a notable improvement in teachers' acceptance of…
Descriptors: Artificial Intelligence, Teaching Methods, Computer Software, Usability
Liliana Herrera Nieves; Emilio Crisol Moya; Rosana Montes Soldado – Turkish Online Journal of Distance Education, 2025
The application of the Universal Design for Learning framework favors the creation of virtual educational environments for all. It requires the development of accessible content, a usable platform and the use of flexible didactics and evaluations that promote the constant motivation of students. The present study aims to design a methodology to…
Descriptors: Access to Education, Educational Technology, Technology Uses in Education, Learning Management Systems

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