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Tang, Xiaofei; Taguchi, Naoko – CALICO Journal, 2020
A well-designed game can offer enormous opportunities for pragmatics learning by providing an immersive environment where learners can practice L2 in a variety of social contexts. To examine the applicability of gaming to L2 pragmatics learning, this study used the platform "Unity" to develop a scenario-based digital game…
Descriptors: Phrase Structure, Pragmatics, Feedback (Response), Second Language Learning
Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology
Park, Wonyong; Yang, Seungran; Song, Jinwoong – International Journal of Science Education, 2020
Research on nature of science (NOS) has confirmed that students' understanding of NOS is best achieved by explicitly considering NOS a cognitive learning expectation and providing opportunities to reflect on it. However, little has been discussed on how to design and use tasks enhancing students' NOS understanding. In an attempt to fill this gap,…
Descriptors: Scientific Principles, Science Instruction, Textbooks, Content Analysis
Dietiker, Leslie; Singh, Rashmi; Riling, Meghan; Nieves, Hector I. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2020
How can we design mathematical lessons that spark student interest? To answer this, we analyzed teacher-designed and enacted lessons that students described as interesting for how the content unfolded. When compared to those the same students describe as uninteresting, multiple distinguishing characteristics are evident, such as the presence of…
Descriptors: Mathematics Instruction, Instructional Design, Learner Engagement, Student Interests
Zahner, William; Pelaez, Kevin; Calleros, Ernesto – North American Chapter of the International Group for the Psychology of Mathematics Education, 2020
We describe results of a long-term design experiment focused on promoting mathematics learning among multilingual ninth graders classified as English Learners. The intervention at a linguistically diverse public high school in the US focused on a unit introducing concepts related to linear rates of change. We analyze results from a…
Descriptors: Mathematics Instruction, Educational Environment, Instructional Design, Multilingualism
Murillo, Angela P.; Jones, Kyle M. L. – Information and Learning Sciences, 2020
Purpose: Quality Matters is one of the most widely regarded standards for online course design. Due to the COVID-19 pandemic, many instructors have needed to quickly convert face-to-face classes into an online environment. However, many instructors do not have online education expertise. Standards such as Quality Matters can help guide the…
Descriptors: Educational Quality, Online Courses, Standards, Instructional Design
Pacansky-Brock, Michelle; Smedshammer, Michael; Vincent-Layton, Kim – Current Issues in Education, 2020
Online courses are increasing access to college for students who have been traditionally left out of higher education. However, minoritized students are less likely to succeed online when compared to their White and Asian peers. As the student population becomes more diverse, colleges and universities have an opportunity to improve this problem by…
Descriptors: Web Based Instruction, Humanization, Equal Education, Higher Education
Jill Stefaniak; Smruti Shah; Erin Mills; Tian Luo – International Journal of Designs for Learning, 2020
This design case shares how personas were utilized to create an online career resource center intended to help instructional design students in making informed career decisions. The outcome of this project has helped identify instructional opportunities to improve services currently provided to instructional design students and graduate student…
Descriptors: Instructional Design, Needs Assessment, Resource Centers, Graduate Students
Martina Angela Rau; Will Keesler; Ying Zhang; Sally Wu – IEEE Transactions on Learning Technologies, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
Blijlevens, Janneke – Journal of Marketing Education, 2023
Marketers and designers are likely to work together on innovation teams as they both have customer satisfaction as their end goals. Collaboration between these disciplines in innovation teams is often impaired due to the different thought-worlds that drive decision making: intuitive versus rational. To facilitate collaboration between design and…
Descriptors: Marketing, Teaching Methods, Design, Guidelines
Johnson, Evelyn; Masser, Julianne S.; Spears, Lindsey – Exceptionality, 2023
Recent advances in the science of learning and development suggest that education reform efforts will require approaches that attend to the needs of the whole student, to include intensive interventions for students who face barriers to learning, such as students with learning and attention disorders. Although the science of learning and…
Descriptors: Metacognition, Students with Disabilities, Special Education Teachers, Educational Change
Bozan, Karoly; Stoner, Claire; Maden, Burcu – Information Systems Education Journal, 2023
User Experience Design (UXD) is an often-neglected area of the information systems (IS) curriculum. UXD classes specifically designed for IS students are still uncommon in IS programs and this study aims to add to the body of knowledge to prepare a more well-rounded future generation of IS professionals. With this goal in mind, this study…
Descriptors: Information Systems, Interdisciplinary Approach, Constructivism (Learning), Teaching Methods
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Salman, Doaa; Soliman, Cherine – International Journal of Educational Management, 2023
Purpose: The introduction of technology in education has been a strategic objective at both the governmental and educational institutional levels long before COVID-19. However, the acceleration to e-learning caused by the pandemic disrupted the traditional classroom environment overnight forcing the entire sector at all levels, school,…
Descriptors: Online Courses, Higher Education, COVID-19, Pandemics
Neal, Tia, Ed. – IGI Global, 2023
Within the discipline of special education is academically gifted education, and this distinct area is not typically required as a topic of focus in traditional teacher preparation programs for regular education teachers. Therefore, it is essential that current research is conducted and published that provides educators, both general and special,…
Descriptors: Academically Gifted, Educational Strategies, Educational Technology, Instructional Design

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