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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Chih-Hung Wu; Ting-Sheng Weng; Chih-Hsing Liu – Educational Technology & Society, 2025
With the growing attention directed towards ChatGPT and its applications in education, this study explored its impact on various variables pertaining to student learning. Specifically, an integrated theoretical framework was used to investigate the factors that influence student problem-solving and critical thinking abilities when using ChatGPT…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, Learning Motivation
Jiajing Li; Norman B. Mendoza; Ronnel B. King – Studies in Second Language Learning and Teaching, 2025
Goals are central to understanding how students learn a second language. Much of the existing research on goals in the field of language learning has focused exclusively on achievement goals, particularly mastery and performance goals. However, exclusively focusing on achievement goals precludes language researchers from exploring other important…
Descriptors: Goal Orientation, Second Language Learning, Second Language Instruction, Language Research
Müzeyyen Barut; Zeynep Yüce – World Journal of Education, 2025
In an ever-changing world, it is impossible for individuals to acquire all existing knowledge, just as it is challenging to predict which knowledge will be necessary for the future. The critical factor here is to concretize or make raw knowledge useful. Therefore, it has become imperative to develop students' abilities to analyze and utilize…
Descriptors: Science Process Skills, Science Achievement, Middle School Students, Science Instruction
Umi Muzayanah; Zakiyah; Agus Iswanto; Wahab; Umi Masfiah – Knowledge Management & E-Learning, 2025
This research aims to measure students' learning independence levels in distance learning during the COVID-19 pandemic and identify factors that influence students' learning independence. The quantitative method was used to obtain data from 179 high school students in Indonesia to assess students' learning independence. In addition, this study…
Descriptors: COVID-19, Pandemics, Distance Education, High School Students
Hyun Ji Lee; Sungwha Kim; Mimi Bong – British Journal of Educational Psychology, 2025
Background: As children mature, they tend to develop a fixed mindset in math, which has been identified as a contributor to declining confidence and widespread anxiety in math. Both parents and teachers can function as critical socializers in shaping children's fixed mindsets. Aims: Given that children's beliefs are formed through interactions…
Descriptors: Childrens Attitudes, Elementary School Students, Grade 3, Grade 4
Johann Ducharme – Journal on Excellence in College Teaching, 2025
Intellectual humility, an awareness and ownership of one's intellectual limitations, is argued as a fundamental component of undergraduate education that influences how individuals process new information, remain open to new experiences, and admit the fallibility of their thinking. This study presents a grounded theory analysis of intellectual…
Descriptors: Teaching Methods, Grounded Theory, College Faculty, Teacher Attitudes
Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry
Sohail Ahmed Soomro; Vijayakumar Nanjappan; Hernan Casakin; Georgi V. Georgiev – International Journal of Technology and Design Education, 2025
This paper explores the impact of a digital fabrication course on the development of digital fabrication skills and creativity. The course focused on open-ended prototyping and aimed to investigate its effects on students' motivation, enjoyment, and confidence. Students' creativity levels were measured using a creativity test at the beginning and…
Descriptors: Computer Peripherals, Construction (Process), Design, Skill Development
Rongxin Zhang; Wenjin Hong; Siyu Sun – SAGE Open, 2025
Major switching is a common occurrence in higher education institutions worldwide, with over one-third of students changing their academic focus at least once during their undergraduate studies. However, there is limited understanding of the extent to which switching majors influences academic performance and how this process unfolds within a…
Descriptors: Foreign Countries, Undergraduate Students, Majors (Students), Career Choice
Fang Huang; Ali Derakhshan – European Journal of Education, 2025
While artificial intelligence in language learning has garnered extensive research attention, the specific roles of motivation and digital literacy (DL) in shaping students' self-regulated language learning within AI remain largely unexplored. Based on the theory of planned behaviour (TPB), this study endeavoured to understand how learning…
Descriptors: Learning Motivation, Digital Literacy, Artificial Intelligence, Technology Uses in Education
Xinyuan Ji; Xudong Zheng – Education and Information Technologies, 2025
The current study aimed to explore the influence of pedagogical agents and visual cues on students' deep learning within a virtual reality setting by evaluating the effects on various factors, including learning outcomes, intrinsic motivation, cognitive load, learning engagement, and cognitive processing metrics. The investigation utilized a 2 x 2…
Descriptors: Cognitive Processes, Electronic Learning, Visual Stimuli, Cues
Chidera Chinedu Ugo; Sonsoles López-Pernas; Aldo Gordillo; Markku Tukiainen – Review of Education, 2025
This article presents a systematic literature review on escape rooms as a didactic tool for teaching and learning programming. The review examined the programming topics and languages addressed, the educational levels targeted, evaluation methods used and key design elements such as format, duration, location and narrative structure.…
Descriptors: Educational Games, Puzzles, Computer Science Education, Programming
Meina Zhu – TechTrends: Linking Research and Practice to Improve Learning, 2025
Self-regulated learning (SRL) skills are essential for academic success, particularly in online learning environments. Artificial intelligence (AI) tools, such as ChatGPT, present promising opportunities to support SRL. This case study explored the experiences and perceptions of online graduate students using ChatGPT to enhance their SRL. A…
Descriptors: Artificial Intelligence, Technology Uses in Education, Independent Study, Online Courses
Nitikorn Thammakhan; Kittirat Kasatsuntorn; Kaweechate Pia; Suwimon Tawisuwan; Walaiporn Sasanapradit; Tidaporn Boonmen; Suthasinee Boonyapithak; Wasinee Thasuwan; Poonkeat Mongkonsawasd – African Educational Research Journal, 2025
This research article aimed to study the factors impinging on students' English language learning and to examine the relationships among three main factors: internal, external, and family-related factors. The internal factors included students' attitudes toward learning English and their motivation to learn English, while the external factors…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Attitudes

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