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Rachel F. Adler; Devorah Kletenik – Education and Information Technologies, 2025
Although digital accessibility topics are increasingly gaining inclusion in university computing classrooms, many instructors still encounter difficulties in engaging students with this subject. The Universal Design for Learning (UDL) framework, a pedagogical approach that emphasizes multiple means of engagement, offers a promising strategy to…
Descriptors: Access to Education, Learning Processes, Preferences, Educational Games
Guanghui Qian; Fei Qiu; Jie He; Lu Zhang – Education and Information Technologies, 2025
Promoting interdisciplinary development is an inevitable requirement for the advancement of science and education, as well as an internal need for disciplinary growth and a necessary choice for building world-class universities. In this paper, high-quality academic outputs from China's first-class comprehensive universities are used as a data…
Descriptors: Foreign Countries, Universities, Interdisciplinary Approach, Natural Sciences
Austin T. Stroud – Journal of Education for Library and Information Science, 2025
Computer programming languages play a crucial role in the education and training of librarians. This study examines the extent to which ALA-accredited online Master of Library and Information Science (MLIS) programs integrate programming languages into their curricula. Using a mixed-methods approach, data were collected from program websites,…
Descriptors: Masters Programs, Library Education, Online Courses, Programming Languages
Pan Li; Xinxin Zhang; Xiaowei Hu; Boxuan Xu; Junxia Zhang – International Journal of Technology and Design Education, 2025
With the deepening advancement of informatization, higher education has embraced new technology educational tools. However, the superficiality and overemphasis on theory in China's industrial design education are facing significant challenges. Immersive industrial design instruction offers possibility for enhancing students' learning experiences,…
Descriptors: Computer Simulation, Design, Industrial Arts, Foreign Countries
H. Murch; M. Worley; F. Volk – Journal of Academic Ethics, 2025
Academic misconduct is a prevalent issue in higher education with detrimental effects on the individual students, rigor of the program, and strength of the workplace. Recent advances in artificial intelligence (AI) have reinvigorated concern over academic integrity and the potential use and misuse of AI. However, there is a lack of research on…
Descriptors: Incidence, Artificial Intelligence, Technology Uses in Education, Plagiarism
Diana Franklin; Paul Denny; David A. Gonzalez-Maldonado; Minh Tran – Cambridge University Press & Assessment, 2025
Generative AI is a disruptive technology that has the potential to transform many aspects of how computer science is taught. Like previous innovations such as high-level programming languages and block-based programming languages, generative AI lowers the technical expertise necessary to create working programs, bringing the power of computation…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Science Education, Expertise
Lijia Zong – International Journal of Web-Based Learning and Teaching Technologies, 2025
This study focuses on the application of virtual reality (VR) technology in the field of vocal music training. The author explored VR's application effect and provided references for the modernization of vocal music education. The author constructed a VR vocal music training system, elaborated on its hardware and software components and functions…
Descriptors: Computer Simulation, Music Education, Singing, Technology Uses in Education
Charlie Ingram; Alison Halford; Sokipriala Jonah – Curriculum Journal, 2025
With the UK government's target of Net Zero by 2050, alongside the rising cost of energy in the UK, it is imperative that public opinion aligns with and promotes affordable, greener energy systems. Within this dialogue, young people's voices and lived experience are needed to deepen the impact of energy policy intervention strategies. This article…
Descriptors: Energy Education, Foreign Countries, Conservation (Environment), Secondary School Students
Melanie B. Richards; Trena M. Paulus – Marketing Education Review, 2025
The integration of artificial intelligence (AI), and particularly generative AI, into research methods is rapidly transforming both academic and industry marketing research, including both methods practices and education regarding these practices. AI application within methods offers new opportunities for enhancing efficiency, automating…
Descriptors: Artificial Intelligence, Research Methodology, Marketing, Researchers
Mouna Denden; Ahmed Mohamed Fahmy Yousef; Ahmed Tlili; Ronghuai Huang; Ahmed Hosny Saleh Metwally; Haijun Zeng; Huanhuan Wang; Rustam Shadiev – Open Praxis, 2025
Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a…
Descriptors: Gamification, Educational Games, Design, College Students
Molly Domino; Bob Edmison; Stephen H. Edwards; Rifat Sabbir Mansur; Alexandra Thompson; Clifford A. Shaffer – Computer Science Education, 2025
Background and Context: Self-regulated learning (SRL) skills are critical aspect of learning to program and are predictive of academic success. Early college students often struggle to use these skills, but can improve when given targeted instruction. However, it is not yet clear what skills are best to prioritize. Objective: We seek to create a…
Descriptors: Metacognition, Programming, Computer Science Education, College Students
M. E. Talian; Amy Stornaiuolo; Yu-An Chen; Opal Jawale; Sunny Ajitabh; Andrew Yao; Keerthanya Rajesh; Gabriella Lucarelli; Ryujin Creighton – Journal of Adolescent & Adult Literacy, 2025
This paper explores how an intergenerational research team (n = 21) used a three-phase participatory design approach and youth-adult partnerships to establish a youth-led digital writing community on Discord. Findings analyze three "moments of emergence": (1) a moment in which we navigated tensions between our intergenerational writerly…
Descriptors: Writing (Composition), Communities of Practice, Youth, Adults
Diane Thembekile Levine; Michelle O'Reilly; Sarah Adams; Rachel Batchelor – Technology, Pedagogy and Education, 2025
To explore children's online conduct from a child's digital rights perspective, a small-scale child participatory study was conducted. Eighteen children (5 males; 13 females) in the UK, aged 10-11 years old, participated by conducting interviews in pairs with one another. All children had previously engaged with a lesson to develop their interview…
Descriptors: Children, Child Behavior, Internet, Interpersonal Relationship
Sapphire Crosby; Charlie Firth; Indrani Lahiri; Katie Laird; Robert Watson; Sarah Younie – Health Education, 2025
Purpose: This paper explores the topic of disseminating public health information, the challenges and barriers, what can be learnt from the experiences of community health, education and media practitioners across the globe, and how we can utilise this knowledge to inform the creation and dissemination of public health messages in the UK.…
Descriptors: Public Health, Information Dissemination, Barriers, Radio
Lily Lucas Hodges – History Teacher, 2025
A standard learning outcome for students in humanities courses, from middle school into higher education, is to craft clear, specific arguments based on evidence. A common assignment to develop and assess this learning outcome is the take-home essay. Generative AI models, such as ChatGPT, Copilot, and Grammarly, are quickly able to generate such…
Descriptors: Artificial Intelligence, Essays, Computer Uses in Education, History Instruction

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