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Ma, RunTao; Ma, Runchun – Education and Information Technologies, 2023
The research objectives are as follows: to consider the possibilities of modern digital technologies in education; to assess the impact of digital technology on the study of a work of art. The study results show the advantages and disadvantages of the WeChat software and the MOOC application, obtained on the basis of a survey of students.…
Descriptors: Music Education, Musical Instruments, Educational Technology, MOOCs
Biedermann, Daniel; Schwarz, Patrick Oliver; Yau, Jane; Drachsler, Hendrik – International Journal of Mobile and Blended Learning, 2023
App-based habit building has been shown to be a good tool for forming desired habits; however, it is unclear how much individual features that are present in many apps contribute to the success of habit building. In this paper, the authors consider the influence of social support features by developing an app in which habit progress was shared…
Descriptors: Social Support Groups, Peer Relationship, Habit Formation, Handheld Devices
Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
Li, Rui – Educational Technology & Society, 2023
Although an increasing number of studies have focused on the use of mobile-assisted language learning (MALL) for English as a foreign language (EFL) learners' listening skill development, there is a lack of comprehensive meta-analysis regarding the effect sizes of these studies. To fill the gap, 20 selected experimental studies involving 1218…
Descriptors: Handheld Devices, Second Language Learning, Second Language Instruction, English (Second Language)
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Osten, Elizabeth T. – ProQuest LLC, 2023
Interpersonal connectedness (IC) is an essential social function across life but is critical for young children. IC begins at birth and is vital to emerging physiological and affect regulation, attachment, communication, and cognition. IC occurs through dynamic interactive behavioral coordination, resulting in an embodied dyadic state of shared…
Descriptors: Parent Child Relationship, Mothers, Preschool Children, Autism Spectrum Disorders
Birch, Heather J. S.; Epp, Carrie Demmans – Educational Technology Research and Development, 2023
Many approaches have been employed in the creation of educational technologies. One of the lesser explored approaches is that of participatory design when it includes children as direct contributors. In such cases, specific strategies for supporting the effective participation of software developers and children are necessary. This article…
Descriptors: Educational Technology, Computer Software, Stakeholders, Children
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques; Sofia Ribeiro; João Ferreira-Santos; Julia Draghi – International Association for Development of the Information Society, 2023
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Educational Technology
Yujiao Mai; Ziqian Xu; Zhiyong Zhang; Ke-Hai Yuan – Grantee Submission, 2023
Structural equation modeling (SEM) is widely used in behavioral, social, and education research. Drawing publication-ready path diagrams for SEM is not a pleasant task with the existing software. The article introduces an open-source web-based graphical application, "semdiag," for drawing WYSIWYG SEM path diagrams interactively. The…
Descriptors: Open Source Technology, Web 2.0 Technologies, Freehand Drawing, Path Analysis
Lombard, Jordan; Bråten, Ivar; van de Leemput, Cécile; Amadieu, Franck – Instructional Science: An International Journal of the Learning Sciences, 2021
This study addressed whether an application adapted to working with multiple documents implemented in an iPad Pro tablet would promote students' multiple document comprehension and acceptance of tablets as a multiple document learning tool relative to controls who used a traditional application adapted to sequential reading of single documents.…
Descriptors: Handheld Devices, Reading Comprehension, Technology Uses in Education, Reading Materials
Sarah B. Stanger; Sarah J. Lucas – Teaching of Psychology, 2024
Background: College students have increasing mental health needs; however, there has not been a related increase in services available. Mental health apps offer an avenue to support access to student mental healthcare. Objective: This study incorporated an indirect service-learning project involving evaluating and recommending mental health apps…
Descriptors: Service Learning, Evidence Based Practice, Electronic Learning, Mental Health
Ujjwal Biswas; Samit Bhattacharya – Education and Information Technologies, 2024
The application of machine learning (ML) has grown and is now used to enhance learning outcomes. In blended classroom settings, ML, emerging smartphones and wearable technologies are commonly used to improve teaching and learning. The combination of these advanced technologies and ML plays a crucial role in enhancing real-time feedback quality.…
Descriptors: Artificial Intelligence, Blended Learning, Flipped Classroom, Technology Uses in Education
Capturing Movement: A Tablet App, "Geometry Touch," for Recording Onscreen Finger-Based Gesture Data
Stoo Sepp; Sharon Tindall-Ford; Shirley Agostinho; Fred Paas – IEEE Transactions on Learning Technologies, 2024
This article presents a novel digital method of capturing finger-based gestures on touchscreen devices for the purpose of exploring tracing gestures in educational research. Given that tracing has been found to support cognition, learning, and problem solving in educational settings, data related to the performance of these gestures are…
Descriptors: Computer Oriented Programs, Tablet Computers, Data Collection, Problem Solving
Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
Saadeh Z. Sweidan; Shyam K. Almawajdeh; Ayah M. Khawaldeh; Khalid A. Darabkh – Education and Information Technologies, 2024
The teaching of children with Autism spectrum disorder (ASD) in Arabic-speaking countries depends mainly on the traditional techniques which are limited and outdated. On the other hand, smartphone applications (apps) have become an essential part of the current life style. They are literally used to accomplish thousands of different tasks related…
Descriptors: Autism Spectrum Disorders, Children, Computer Oriented Programs, Visual Aids