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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Gutiérrez, Luz E.; Guerrero, Carlos A.; López-Ospina, Héctor A. – Education and Information Technologies, 2022
This study describes the most relevant problems and solutions found in the literature on teaching and learning of object-oriented programming (OOP). The identification of the problem was based on tertiary studies from the IEEE Xplore, Scopus, ACM Digital Library and Science Direct repositories. The problems and solutions identified were ranked…
Descriptors: Programming, Comprehension, Computer Science Education, Computer Software
Webb, Kevin C.; Zingaro, Daniel; Liao, Soohyun Nam; Taylor, Cynthia; Lee, Cynthia; Clancy, Michael; Porter, Leo – ACM Transactions on Computing Education, 2022
A Concept Inventory (CI) is an assessment to measure student conceptual understanding of a particular topic. This article presents the results of a CI for basic data structures (BDSI) that has been previously shown to have strong evidence for validity. The goal of this work is to help researchers or instructors who administer the BDSI in their own…
Descriptors: Measures (Individuals), Concept Formation, Computer Science Education, Test Results
Plachkinova, Miloslava; Vo, Ace – Journal of Cybersecurity Education, Research and Practice, 2022
The current study proposes a taxonomy to organize existing knowledge on cybercrimes against critical infrastructure such as power plants, water treatment facilities, dams, and nuclear facilities. Routine Activity Theory is used to inform a three-dimensional taxonomy with the following dimensions: hacker motivation (likely offender), cyber,…
Descriptors: Crime, Computer Security, Facilities, Nuclear Energy
McDonnell, Rachel Pleasants; Fraser, Shakari; Sullivan, Felicia; Webber, Alison Ascher; Vanek, Jen; Harris, Jamie – Jobs for the Future, 2022
With the urgency of adult digital skill development as a backdrop, the Digital Resilience in the American Workforce (DRAW) initiative, funded by the U.S. Department of Education's Office of Career, Technical, and Adult Education (OCTAE), conducted a national landscape scan to identify existing resources and effective approaches for digital skills…
Descriptors: Adult Students, Adult Learning, Technological Literacy, Computer Literacy
Jackson, Iesha; Gonzales, Miguel M.; Mensah, Adjoa – Journal for Multicultural Education, 2022
Purpose: The purpose of this study was to examine technological pedagogical content knowledge (TPACK) in 1:1 laptop classrooms. We evaluate how, if at all, teachers in these environments engage culturally sustaining pedagogy (CSP) with technology to meet the needs of culturally and linguistically diverse learners. Design/methodology/approach: Data…
Descriptors: Equal Education, Culturally Relevant Education, Laptop Computers, Pedagogical Content Knowledge
Janse van Rensburg, Cecile; Coetzee, Stephen A.; Schmulian, Astrid – Assessment & Evaluation in Higher Education, 2022
This study reports on the incorporation of mobile instant messaging (MIM) in assessments, as a collaborative learning tool, to enable students to socially construct knowledge and develop their collaborative problem solving competence, while being assessed individually. In particular, this study explores: what is the extent and timing of students'…
Descriptors: Computer Mediated Communication, Student Evaluation, Peer Relationship, Cooperative Learning
Yeo Wee, Alvin; Hinze, Annika; Vanderschantz, Nicholas; Aporosa, S.; Paruru, Danny – International Journal of Work-Integrated Learning, 2022
Only a few information and communication technology (ICT) work-integrated learning (WIL) projects involving universities and Indigenous partners are being reported and very little is known about the approaches that are followed. This article reports on successful student work placements in Indigenous communities when codeveloping software for the…
Descriptors: Computer Oriented Programs, Work Experience Programs, Pacific Islanders, Foreign Countries
Cham, Chun Yin; Chow, Kwok Wing; Lei, Chi-Un – International Journal of Learning Technology, 2022
The aim of the study was to develop a cost-effective form of online proctoring mechanism that can serve as a scalable and secure solution to cater to high-stake assessments in institutions, with a particular focus on attaining high levels of flexibility and user-friendliness. With reference to existing systems, a self-proctored mechanism is…
Descriptors: High Stakes Tests, Computer Assisted Testing, Supervision, Undergraduate Students
Exploring the Effectiveness and Moderators of Augmented Reality on Science Learning: A Meta-Analysis
Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Neuwirth, Lorenz S. – Journal of College Student Retention: Research, Theory & Practice, 2022
Cellular phone distractions inhibit faculty delivering and students learning the curriculum by reducing student attendance and active engagement. Arguably, cellular phone usage during precious class times can be a risk factor for student attrition, but scarce solutions have been offered to address this problem in colleges. The Flipd App, a…
Descriptors: Telecommunications, Handheld Devices, Attention, Computer Use
Muniandy, Rajantheran; Kandasamy, Sillalee S.; Subramaniam, Manimaran; Farashaiyan, Atieh – Arab World English Journal, 2022
The present study aims at investigating the perspectives of Malaysian secondary school teachers and students towards computer technology in education during the COVID-19 Pandemic. A questionnaire adapted from Christensen and Knezek (1998) was used as a data collection instrument in this study. The participants included 49 secondary school…
Descriptors: Foreign Countries, Secondary School Teachers, Teacher Attitudes, Student Attitudes
Qian, Yizhou; Lehman, James – Journal of Research on Technology in Education, 2022
This study investigated common student errors and underlying difficulties of two groups of Chinese middle school students in an introductory Python programming course using data in the automated assessment tool (AAT) Mulberry. One group of students was from a typical middle school while the other group was from a high-ability middle school. By…
Descriptors: Middle School Students, Programming, Computer Science Education, Error Patterns
Amponsah, Kwaku Darko; Aboagye, Godwin Kwame; Narh-Kert, Millicent; Commey-Mintah, Priscilla; Boateng, Fred Kofi – European Journal of Educational Sciences, 2022
This Study explored the usage of the internet and its impact on the academic performance of Senior High School (SHS) students in the Cape Coast Metropolis. A questionnaire was used to gather data from 105 second-and third-year students through random sampling and was then analyzed using descriptive statistics and an independent samples t-test. The…
Descriptors: Foreign Countries, Internet, Academic Achievement, High School Students

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