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Sharon Pisani; Alan Miller; Mark Hall – Education and Information Technologies, 2024
Cultural heritage is no longer something that can only be experienced in a museum exhibition. Digital tools have facilitated the distribution of material relating to artefacts, both in its representation and in presenting its context. This paper describes how digital modelling techniques can be synthesised with 3D scanning to digitally restore…
Descriptors: Cultural Background, Sculpture, Heritage Education, Media Adaptation
Pellas, Nikolaos; Dengel, Andreas; Christopoulos, Athanasios – IEEE Transactions on Learning Technologies, 2020
Although virtual reality (VR) simulation training has gained prominence, review studies to inform instructors and educators on the use of this technology in science, technology, engineering, and mathematics (STEM) are still scarce. This article presents various VR-supported instructional design practices in K-12 (primary and secondary) and higher…
Descriptors: STEM Education, Computer Simulation, Computer Uses in Education, Elementary Secondary Education
Balta, Nuri; Mâ?a, Liliana; Gómez, Carlos Hervás; Tzafilkou, Katerina – Education and Information Technologies, 2020
The study is conducted on 558 under-graduate students in Romania and Spain to examine potential differences in perception and acceptance items towards using web-based technologies. The research model is based on the Internet Attitude Scale (IAS) and measures Perceived Enjoyment, Perceived Anxiety, Perceived Usefulness and Computer Self-Efficacy.…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Comparative Education
Matilsky, Terry – Physics Teacher, 2020
The NASA public archives present a vast resource of authentic satellite data that research astronomers have tapped into for decades. Recently, the same data analysis tools used by professional astronomers have been adapted into a browser-based interface called JS9 for easy use by any interested student. Tutorials and classroom-ready activities…
Descriptors: Physics, Science Instruction, Teaching Methods, Archives
Ghapanchi, Amir Hossein; Purarjomandlangrudi, Afrooz; McAndrew, Alasdair; Miao, Yuan – Education and Information Technologies, 2020
Education industry has available a range of educational technologies to support student learning. A Learning Management System (LMS) is one of the most important educational technologies used in the tertiary sector, providing an online platform for teaching, as well as supporting student learning. Despite all the effort put through deployment of…
Descriptors: Integrated Learning Systems, Aesthetics, Educational Technology, Student Attitudes
Goudouris, Cesar; de Abreu Mol, Antônio Carlos; Legey, Ana Paula; de Carvalho, Paulo Victor Rodrigues; Freire, Joana Loureiro; Martins, Bianca Maria Rego; Jatobá, Alessandro – Education and Information Technologies, 2020
Teaching computer programming to children and adolescents has become popular in recent years. This popularity has resulted in increased research into techniques for teaching introductory programming using visual languages, especially block-based languages. This study aims to explore new possibilities for teaching programming by adopting a hybrid…
Descriptors: High School Students, Computer Science Education, Programming, Teaching Methods
Setyawan, Fariz; Prasetyo, Puguh Wahyu; Nurnugroho, Burhanudin Arif – Journal of Research and Advances in Mathematics Education, 2020
Critical thinking skill was needed since problems in daily life required a solution. To solve the problems, the students collect the data as a consideration in making the right decision. Moreover, the students also need good critical thinking skills. To develop a good critical thinking skill, the researcher develops a textbook of Complex Analysis…
Descriptors: Textbook Preparation, Critical Thinking, Mathematics Education, Problem Solving
PLS Model Performance for Factors Influencing Student Acceptance of E-Learning Analytics Recommender
Sandhu, Kamaljeet – International Journal of Virtual and Personal Learning Environments, 2020
The aim of this article is to present the multivariate analyses results of the factors that influence students' acceptance and the continuance usage intention of e-learning analytics recommender systems in higher education institutions in Saudi Arabia. Data was collected from 353 Saudi Arabian university students via an online survey…
Descriptors: Electronic Learning, Learning Analytics, Foreign Countries, College Students
Troop, Meagan; White, Darcy; Wilson, Kristin E.; Zeni, Pia – Canadian Journal for the Scholarship of Teaching and Learning, 2020
The User Experience Design for Learning (UXDL) Honeycomb is an online learning design framework aimed at creating valuable online learning experiences, which some post-secondary institutions have started to use to guide the design of their online courses. While each of the principles are supported by psychological research, this framework has not…
Descriptors: Electronic Learning, Online Courses, Instructional Design, Undergraduate Students
Lower, El; Sturtevant, Rochelle; Gill, Devin – Journal of Extension, 2020
Videoconferencing is a low-cost, high-reward tool for engaging stakeholders in participatory design and usability testing for online Extension products. This article details how we used the videoconference program BlueJeans to facilitate the redesign of the Great Lakes Aquatic Nonindigenous Species Information System database and highlights the…
Descriptors: Videoconferencing, Stakeholders, Computer System Design, Web Sites
Belkis, Özlem; Gumus, Yunus Emre – Pegem Journal of Education and Instruction, 2020
Efforts to define creativity have started in the 20th century, with the emergence and spread of psychology as a modern discipline. The relationship between creativity and art education is frequently researched globally in the last twenty years, but studies on the relationship between creativity and performing arts education are few in number.…
Descriptors: Usability, Teaching Methods, Playwriting, Art Education
Babatunde, O. O.; Tan, V.; Jordan, J. L.; Dziedzic, K.; Chew-Graham, C. A.; Jinks, C.; Protheroe, J.; Windt, D. A. – Research Synthesis Methods, 2018
Background & Aims: Barriers to dissemination and engagement with evidence pose a threat to implementing evidence-based medicine. Understanding, retention, and recall can be enhanced by visual presentation of information. The aim of this exploratory research was to develop and evaluate the accessibility and acceptability of visual summaries for…
Descriptors: Information Dissemination, Best Practices, Visual Aids, Evidence
Merilampi, Sari; Koivisto, Antti; Sirkka, Andrew – British Journal of Educational Technology, 2018
This paper presents the Design for Somebody (DfS) philosophy targeted to iterative, user-oriented development of solutions for special user groups. In this article, the DfS is discussed using a game development context. The paper gives concrete examples how the DfS can be used in developing motivating serious games. The paper presents three games…
Descriptors: Instructional Design, Educational Games, Learning Experience, Users (Information)
Sajjanhar, Atul; Faulkner, Julie – Education and Information Technologies, 2019
In this study, we gauge the perceptions of novice computer programmers about Second Life (SL) as a digital learning environment for concept understanding in computer programming. SL is chosen as the learning environment because it offers, within a constructivist frame, the use of learner-centered pedagogies for designing curriculum. We adopt a…
Descriptors: Novices, Programming, Computer Simulation, Internet
Flores Marin, Monica; Pinto Tapia, Victor; Espinoza Salguero, Maria Teresa – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as…
Descriptors: Usability, Computer Games, Handheld Devices, Computer Interfaces

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