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Zeichner, Orit – Journal on School Educational Technology, 2020
This study examined the effect of learning in a computerized environment that includes simulations on the students' achievements and motivation, and is based on models that show that learning through simulation has more potential to promote the comprehension of abstract principles and concepts than traditional learning does. The theoretical…
Descriptors: Academic Achievement, Information Technology, Computer Simulation, Student Motivation
Falkenthal, Evan; Byrne, Andrew M. – Journal of Campus Activities Practice and Scholarship, 2020
Collegiate esports communities are as prone to bullying as other campus social spaces are. This pilot study surveyed student members of competitive online gaming clubs on a midsized university campus. Participants self-reported bullying experiences both in and out of game and indicated whether they primarily play support roles or core roles within…
Descriptors: Bullying, Student Attitudes, Student Behavior, Social Influences
Marvin Schneider – ProQuest LLC, 2020
The purpose of this quantitative study was to explore the influence of protection motivation theory (PMT) constructs on security behaviors of undergraduate students. More specifically, the primary focus of this study is to answer our primary research question: to what extent do the independent variables (perceived threat severity, perceived threat…
Descriptors: Undergraduate Students, Self Efficacy, Student Attitudes, Telecommunications
Ahmet Sami Konca; Burcu Izci; Ahmet Simsar – European Early Childhood Education Research Journal, 2024
Science, Technology, Engineering, and Mathematics (STEM) has received widespread attention worldwide and technology companies designed educational applications (apps) focusing on STEM. Young children have access to tablets and smartphones and they engage with a variety of apps every day. Prior research showed that young children learn from…
Descriptors: STEM Education, Computer Oriented Programs, Foreign Countries, Educational Technology
Sultan Hammad Alshammari – International Journal of Education in Mathematics, Science and Technology, 2024
Technological advancements have led to the emergence of the Fourth Industrial Revolution (4IR). Students' readiness to use 4IR technologies is thus essential for the development of knowledgeable, competent, and skilled graduates. However, ensuring students' readiness to use 4IR technologies is quite challenging, leading to a need to understand the…
Descriptors: Technological Literacy, Learning Readiness, Skill Development, Knowledge Level
Shard; Devesh Kumar; Sapna Koul – International Journal of Information and Learning Technology, 2024
Purpose: This study aims to gain insights into how students perceive online examination practices and evaluation, as well as identify the key factors that impact their intentions toward online exams. Design/methodology/approach: This empirical study conducted in India utilized an online survey method between May 24 and June 14, 2022. The data were…
Descriptors: Foreign Countries, Undergraduate Students, Graduate Students, Student Attitudes
Asli Akdeniz Kudubes; Yagmur Sezer Efe – Psychology in the Schools, 2024
This study was conducted as a descriptive and cross-sectional study to examine the effects of game addiction and social media addiction on the lifestyle of Turkish adolescents. The study was conducted between May to June 2022, involved 1116 adolescents in the 13-18 age group receiving education in three high schools situated in the Western region…
Descriptors: Social Media, Addictive Behavior, Telecommunications, Handheld Devices
Punsiri Dam-O; Yaowarat Sirisathitkul; Thammarong Eadkhong; Suthon Srivaro; Chitnarong Sirisathitkul; Sorasak Danworaphong – Distance Education, 2024
This paper describes a case study of an online physics laboratory course implemented for 254 engineering students at Walailak University in Thailand in response to the COVID-19 pandemic. The laboratory sequence was designed based on the United Kingdom Professional Standards Framework and covered eight experiments on fundamental concepts of motion,…
Descriptors: Electronic Learning, Online Courses, Physics, Laboratory Experiments
Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2024
Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may…
Descriptors: Secondary School Students, Socioeconomic Status, Self Efficacy, Computer Simulation
Yu-Cin Jian; Leo Yuk Ting Cheung; Yi-Jye Wu; Fang-Ying Yang; Guo-Li Chiou – Instructional Science: An International Journal of the Learning Sciences, 2024
Computer-simulated experiments have been gaining popularity over hands-on experiments in science education, given the availability of technology and the trend of distance learning. Past studies have focused primarily on comparing the learning outcomes and user experiences of the two experiment modes. In this study, we used an eye tracker to…
Descriptors: Eye Movements, Experiential Learning, Computer Simulation, Science Experiments
Sarah Prestridge; Katherine Main; Mirjam Schmid – Education and Information Technologies, 2024
This paper examines the invisible barrier that can challenge teachers when teaching online, called the fourth wall. Using a presence framework derived from the literature, we explored how experienced teachers manage the absence of visual cues and identify the pedagogical practices they adopted as a response. Data from semi-structured interviews…
Descriptors: Electronic Learning, Visual Aids, Visual Literacy, Cues
Gary K. W. Wong – Education and Information Technologies, 2024
As block-based visual programming platform such as Scratch become more accessible and supportive to children's programming learning, the demand on understanding a trajectory of children's computational thinking development through programming from their early ages increases rapidly in recent years. To explore the developmental process of…
Descriptors: Computation, Problem Solving, Skill Development, Programming
G. Puttick; M. Cassidy; E. Tucker-Raymond; G. M. Troiano; C. Harteveld – Journal of Research in Science Teaching, 2024
Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study…
Descriptors: Design, Computer Games, Peer Teaching, Science Education
Yasar C. Kakdas; Sinan Kockara; Tansel Halic; Doga Demirel – IEEE Transactions on Learning Technologies, 2024
This article presents a 3-D medical simulation that employs reinforcement learning (RL) and interactive RL (IRL) to teach and assess the procedure of donning and doffing personal protective equipment (PPE). The simulation is motivated by the need for effective, safe, and remote training techniques in medicine, particularly in light of the COVID-19…
Descriptors: Medical Education, Error Patterns, Error Correction, Reinforcement
Brittney M. Sureshkumar; Kimberley L. M. Zonneveld – Journal of Applied Behavior Analysis, 2024
Unintentional injuries are one of the leading causes of morbidity and mortality among children with intellectual and developmental disabilities (IDD). First aid training involves teaching critical first aid skills, some of which are designed to treat unintentional injuries. To date, no study has (a) evaluated the effects of a video-prompting…
Descriptors: Telecommunications, Computer Mediated Communication, Video Technology, Health Services

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