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Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Stephanie L. Carnes; Lindsey Disney – Children & Schools, 2025
Spanish-speaking immigrant students, particularly those from Central America, constitute a rapidly growing subpopulation in U.S. public schools. As primary institutions for socialization, cultural learning, and academic knowledge development, schools often offer immigrant students their first experience of U.S. cultures and the English language.…
Descriptors: Social Integration, Immigrants, English Language Learners, Acculturation
Yaming Jin – International Journal of Distance Education Technologies, 2025
With the development of big data technology, higher education is transitioning towards intelligence and ecology. University English teaching, constrained by traditional models, faces challenges such as unmet student needs, inefficient resource allocation, and insufficient teacher-student interaction. Big data, through data collection, real-time…
Descriptors: Universities, English (Second Language), Second Language Learning, Second Language Instruction
Raymond A. Dixon; Shawon Farjahan – Journal of Research in Technical Careers, 2025
This case study examined the extent to which the two implemented manufacturing pathways of the NIMM project successfully facilitated access and engaged high school students from rural regions in two manufacturing curricula. The program consisted of two tracks or career pathways for manufacturing technicians: Mechanical CADD technician and…
Descriptors: Rural Schools, Online Courses, Manufacturing, Career and Technical Education
Annalisa Raffone – Language Teaching Research, 2025
In today's society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Jami Cotler; Eszter Kiss; Dmitry Burshteyn; Megan Hale; Amani Walker; John Slyer – Information Systems Education Journal, 2025
Developing empathy skills is crucial for software developers to create user-centric solutions and design exceptional user experiences addressing the diverse needs of customers. This paper presents the findings of a quasi-experimental study that aimed to enhance empathy among computer science students through the exposure of two interventions…
Descriptors: Computer Software, Empathy, Inclusion, Skill Development
Atchima Manthon; Pallop Piriyasurawong – Higher Education Studies, 2025
This study aims to analyze causal factors affecting predictive student relationship management for undergraduate student retention using business intelligence. Phase 1 involved identifying key factors influencing retention through document analysis, categorizing them into social, learning, teaching, and student-related factors. Social factors…
Descriptors: Foreign Countries, Undergraduate Students, School Holding Power, Academic Persistence
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Yalalem Assefa; Melaku Mengistu Gebremeskel; Bekalu Tadesse Moges; Shouket Ahmad Tilwani; Yibeltal Aemiro Azmera – International Journal of Information and Learning Technology, 2025
Purpose: In today's educational landscape, technology has become an undeniable force in shaping pedagogical approaches and even the definition of learning itself. But this path contains many obstacles. Within the higher education ecosystem, the digital divide -- the disparity in access and use of technology -- is proving to be a significant…
Descriptors: Equal Education, Cultural Context, Higher Education, Developing Nations
Janice Miller-Young; Marnie Jamieson; Seth Beck – Teaching in Higher Education, 2025
Cultivating a sense of belonging can be challenging in online contexts as well as for underrepresented students in engineering education. This study used a mixed methods sequential explanatory design to understand underrepresented students' experiences in a Canadian first-year course. Taking place during remote delivery due to COVID-19, we…
Descriptors: Foreign Countries, Student Experience, Sense of Belonging, College Freshmen
Jiangyue Liu; Jing Ma; Siran Li – Education and Information Technologies, 2025
This study developed a school-based AI curriculum suitable for senior high school students, with the primary objective of enhancing their mastery of knowledge and proficiency in AI, as well as their computational thinking abilities. The curriculum was designed with an awareness of the practical challenges encountered by the subject school in their…
Descriptors: Artificial Intelligence, Technology Uses in Education, Curriculum Design, Computation
Keng-Chih Hsu; Neil E. Barrett; Gi-Zen Liu – Computer Assisted Language Learning, 2025
With the rise of augmented reality (AR) and context-aware ubiquitous learning (CAUL), pedagogical designers in computer assisted language learning are increasingly developing authentic English for Specific Purposes (ESP) learning environments. However, there has been little research regarding the development of evidence-based principles for…
Descriptors: Tourism, English for Special Purposes, Second Language Instruction, Second Language Learning
Fawaz Ali Ahmed Qasem; Muhammad Alasmari – Education and Information Technologies, 2025
Several countries have experienced all types of education, face-to-face, blended learning, fully online teaching, either before the COVID-19 pandemic, during COVID-19 quarantine period, or post COVID-19 quarantine. Most of the countries have returned to ordinary life after the developing of the COVID-19 vaccine, and various academic institutions…
Descriptors: Blended Learning, Online Courses, In Person Learning, Pandemics
Tin-Kai Chen – Journal of International Students, 2025
This study examined 42 Taiwanese design students' crosscultural learning during internships in Japan's creative industry firm, funded by Taiwan's Ministry of Education under the "Dream-Building Study Abroad" program. Through thematic analysis and expert-rated intensity scoring (0--5 scale), six themes emerged. The highest-rated themes…
Descriptors: Internship Programs, Multicultural Education, Study Abroad, Adjustment (to Environment)
Cathy Yun; Julie Fitz; Tomoko Nakajima; Chris Mauerman – Learning Policy Institute, 2025
In this report, the authors present a case study of the Alder Teacher Residency that was guided by the overarching question "How do successful residencies do their work?" This case is part of a larger multiple-case study of five California teacher residency programs across four different institutions of higher education (IHEs), with each…
Descriptors: Teacher Education Programs, Graduate Study, Schools of Education, Program Design

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