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Saltz, Jeffrey; Heckman, Robert – Journal of Information Systems Education, 2020
This paper reports on a case study of the Agile Kanban project methodology, which while growing in popularity, has had far less analysis on its usefulness in the classroom as compared to other frameworks such as Agile Scrum. Our study provides insight into why the Kanban methodology is useful by mapping student comments about the methodology to…
Descriptors: Higher Education, Student Projects, Program Administration, Computer Software
Harding, Julie; Shepard, Ryan – Journal of Electronic Resources Librarianship, 2020
In 2016, the University of Maryland Global Campus Library began a redesign of its core information literacy tutorial in response to substantive curricular changes, the technological obsolescence of an older tutorial, and an improving understanding of student needs based on an analysis of reference questions received. This article describes the…
Descriptors: Information Literacy, Library Instruction, Student Research, Program Design
Tawafak, Ragad M.; Romli, Awanis B. T.; Arshah, Ruzaini bin Abdullah; Malik, Sohail Iqbal – Education and Information Technologies, 2020
The technology enhancement learning (TEL) needs continuous use and high perception from learners with collaborative of technologies and multi-media applications. The problem of continuous intention in e-learning applications relies on the type of technology used that changes from one university to another. This study aims to design a framework…
Descriptors: Teaching Methods, Electronic Learning, Models, Multimedia Materials
Cromley, Jennifer G.; Du, Yang; Dane, Aygul Parpucu – Journal of Science Education and Technology, 2020
Drawing-to-learn is a specific learning/reading strategy studied across many domains. In response to gaps in our knowledge about drawing-to-learn, we conducted a systematic meta-analysis of the literature published since the influential 2005 Van Meter and Garner literature review. We analyzed the benefits of directed learner-generated visual…
Descriptors: Reading Strategies, Meta Analysis, Visual Aids, Freehand Drawing
Klimova, Blanka; Polakova, Petra – Education Sciences, 2020
Mobile devices have penetrated all spheres of human activities, including education. Previous research has shown that smartphones are becoming widely used in learning as they can improve knowledge retention and increase student engagement. The purpose of this study was to discuss students' perception of the use of a mobile application aimed at…
Descriptors: Student Attitudes, Vocabulary Development, English (Second Language), Electronic Learning
Chung, Seungwon; Houts, Carrie – Measurement: Interdisciplinary Research and Perspectives, 2020
Advanced modeling of item response data through the item response theory (IRT) or item factor analysis frameworks is becoming increasingly popular. In the social and behavioral sciences, the underlying structure of tests/assessments is often multidimensional (i.e., more than 1 latent variable/construct is represented in the items). This review…
Descriptors: Item Response Theory, Evaluation Methods, Models, Factor Analysis
Shim, Sung J.; Shim, Minsuk K. – Journal of Computing in Higher Education, 2020
This study examines the effects of playfulness and anxiety as perceived by users in relation to SAP enterprise resource planning (ERP) system on users' learning of business processes and users' skills to use the system. Data was collected from a survey of college students who took a course on business process integration with ERP system where…
Descriptors: College Students, Business Administration Education, Computer Software, Planning
Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
Quintana, Rebecca; Quintana, Chris – Information and Learning Sciences, 2020
Purpose: The events surrounding the COVID-19 crisis had a profound effect on higher education, forcing students and instructors to face a sudden transition to wholly online learning contexts. This paper aims to examine how the design of a residential course was adapted to an online context and how this adaptation may prove beneficial to future…
Descriptors: COVID-19, Pandemics, Higher Education, Distance Education
Hartono, Sugi – Mathematics Teaching Research Journal, 2020
The present study was conducted to compare the effectiveness of Geometer's Sketchpad (GSP) learning in two-dimensional shapes. This study was designed as a quasi-experiment which involved 60 students of class VII in SMP Negeri 1 Ngoro, Mojokerto, Indonesia. The sample in study was divided into two groups, mainly 30 students are the experiment…
Descriptors: Foreign Countries, Computer Software, Educational Technology, Geometric Concepts
Vakaliuk, Tetiana; Antoniuk, Dmitry; Morozov, Andrii; Medvedieva, Mariia; Medvediev, Mykhailo – Online Submission, 2020
The paper proposes the use of green IT as a tool for designing a cloud-oriented sustainable learning environment for a higher education institution. The article substantiates the expediency of designing such an environment as a prerequisite for the sustainable development of Ukraine. It is established that one of the goals of Ukraine's sustainable…
Descriptors: Sustainable Development, Higher Education, Educational Technology, Integrated Learning Systems
Kimberly A. Mayer – ProQuest LLC, 2020
This action research study explored how women perceived the influences of collaborative software development methodologies on workplace culture at one financial technology firm. While collaborative software development methodologies were not designed to increase gender diversity, the transformational shifts in the way technology teams work…
Descriptors: Employed Women, Technology, Computer Software, Cooperation
Sara Willner-Giwerc; Chris Rogers; Kristen Wendell – International Journal of Designs for Learning, 2020
We describe a LEGO-compatible Internet of Things Technology (IoT) designed to enable elementary school students to learn about IoT by building their own smart, connected products. The Internet of Things is any network of physical devices that can share information over the internet. Using small, Wi-Fi enabled microprocessors, Grove sensors,…
Descriptors: Internet, Elementary School Students, Manipulative Materials, Educational Technology
Wibowo, Wahyu Catur; Dayanti, Ika Sepfy; Hidayanto, Achmad Nizar; Eitiveni, Imairi; Phusavat, Kongkiti – Knowledge Management & E-Learning, 2018
An effective knowledge transfer (KT) process is a key factor in achieving the competitive advantage that is critical for software development companies seeking to maintain their existence and improve their performance. However, there do exist obstacles to the achievement of effective knowledge transfer. Companies often face difficulties in…
Descriptors: Computer Software, Technology Transfer, Barriers, Knowledge Management
Selman, Ezgi; Tapan-Broutin, Menekse Seden – Journal of Education and Training Studies, 2018
The purpose of this study is to determine the student experiences for a lesson plan designed according to Didactic Situation Theory using Cabri-Geometry software. In line with this aim, we worked with four seventh grade students in Bursa. Within the scope of the study, students were given a black box activity involving the symmetry transformation…
Descriptors: Geometry, Geometric Concepts, Mathematics Instruction, Grade 7

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