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Nurul Hazlina Noordin; Kamil Khalili Bin Haji Abdullah; Phuah Soon Eu – IEEE Transactions on Education, 2024
Contribution: This study presents an innovative experiential learning model utilizing an educational pico satellite kit as a tool for cultivating digital making skills. The distinct approach showcases a positive impact on students' learning experiences and serves as a motivating force, offering valuable implications for engineering and technical…
Descriptors: Digital Literacy, Skill Development, STEM Education, Instructional Effectiveness
Donald Lee – ProQuest LLC, 2024
The prospect of a college degree can be daunting to many. Even more so for many that lack financial security or emotional support from friends or family. First-generation students can feel this as well with no experiences to refer to, like an older sibling or parent that have been through this situation. Although I personally have not been…
Descriptors: First Generation College Students, Low Income Students, Qualitative Research, Personal Narratives
Poh Kiong Tee; Tat-Huei Cham; Eugene Cheng-Xi Aw; Adham Khudaykulov; Xiaoyu Zhang – International Journal of Educational Management, 2024
Purpose: Digitalisation is reshaping the learning process, shifting it towards personalisation and online learning, and fuelling the growth of massive open online courses (MOOCs) and micro-credentials. Despite being a popular global trend, limited studies have looked at micro-credentials and their impact on learners' behavioural outcomes. The…
Descriptors: Microcredentials, Student Recruitment, Student Participation, Costs
Anna Berg Jansson; Erika Wall; Sven Svensson – Journal of Education and Work, 2024
Purpose: The aim of this study is to analyse young adults' positive experiences of learning when entering the labour market. Design/methodology/approach: The study is based on 13 individual in-depth interviews with young adults (aged 18-28) working within the retail sector in Sweden. The interviews explored the interviewees' experiences when…
Descriptors: Workplace Learning, Work Attitudes, Young Adults, Retailing
Gina Tigri – ProQuest LLC, 2024
The first year of college is a critical time for students, as their early experiences can determine the path of their educational journey. Students are most at-risk for dropping out of college during their first year, and first-generation students have higher rates of departure than their continuing-generation peers. Student engagement, sense of…
Descriptors: College Freshmen, Student Experience, First Generation College Students, Student Adjustment
Tarek Ait Baha; Mohamed El Hajji; Youssef Es-Saady; Hammou Fadili – Education and Information Technologies, 2024
Artificial Intelligence (AI) technologies have increasingly become vital in our everyday lives. Education is one of the most visible domains in which these technologies are being used. Conversational Agents (CAs) are among the most prominent AI systems for assisting teaching and learning processes. Their integration into an e-learning system can…
Descriptors: Secondary School Students, Public Schools, Foreign Countries, Artificial Intelligence
Min Chuan Jasmine Wang – ProQuest LLC, 2024
The purpose of this study was to comprehend the motivations and learning experiences of Chinese Heritage Language Learners (CHLLs) who study in Chinese programs in California public high schools where Chinese American students are under-studied and their voices are not heard. The study used Gardner's Socio-educational Model, Fishman's Reversing…
Descriptors: Native Language, Public Schools, High Schools, Learning Experience
Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
Alyssa Hahn – ProQuest LLC, 2024
The purpose of this study was to explore nursing faculty experiences in creating and using short videos to engage prelicensure nursing students. Short videos are an innovative teaching strategy to help engage learners by decreasing cognitive workload and increasing knowledge retention. Learner engagement in prelicensure nursing education is…
Descriptors: Nursing Education, College Faculty, Teaching Methods, Technology Uses in Education
Paul Hernandez-Martinez; Therese Keane – International Journal of Mathematical Education in Science and Technology, 2025
Storytelling is a valuable form of human expression that allows audience members to connect their own experiences with the narrative. As a pedagogical tool, storytelling has been explored mainly in primary school education but rarely in higher education. However, its potential for assisting students in learning mathematics and the societal…
Descriptors: Story Telling, Mathematics Instruction, Task Analysis, Learning Experience
Sangmi Kang – Music Education Research, 2025
The purpose of this phenomenological case study was to examine music education majors' lived experience of negotiating cultural differences in an international choral trip from the US to China. Eight music education majors from a music college in the eastern U.S. participated in this study. I collected three types of data describing their cultural…
Descriptors: Music Education, Phenomenology, Student Attitudes, Music
Hon Keung Yau; Ka Fai Tung – Turkish Online Journal of Educational Technology - TOJET, 2025
This study explores the development and evaluation of a chatbot model designed to facilitate learning within a department of a university. The project aims to enhance the learning experience by incorporating customized data into the chatbot's knowledge base, enabling personalized and context-aware interactions. The research investigates the…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Computer Software, Technology Integration
Ehean Kim; Emre Dinç – Journal of Educational Technology Systems, 2025
This multiple case study aimed to investigate ESL teachers' practices when they learn and design their ESL lesson activities, with a particular emphasis on the integration of computational thinking through Scratch. Scratch was considered as the computational thinking platform, and teachers were designers of language instruction with/for…
Descriptors: English (Second Language), Language Teachers, Coding, Second Language Instruction
Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
Lianyu Cai; Mgambi Msambwa Msafiri; Daniel Kangwa – Education and Information Technologies, 2025
This systematic literature review explored the impact of integrating AI tools in higher education using the Zone of Proximal Development (ZPD) by Lev Vygotsky. It examined how AI tools assist the students in identifying and operating within their ZPD, how to create and facilitate a collaborative learning environment, and how to provide the…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Higher Education

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