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Aktas, Idris – Shanlax International Journal of Education, 2022
The purpose of this study is to identify research trends from 2011 to 2020 through bibliometric mapping and content analysis of articles on the use of technology in early childhood science education. Articles published between 2011 and 2020, identified through the Web of Science database, constituted the data for the research. For bibliometric…
Descriptors: Early Childhood Education, Science Instruction, Educational Research, Educational Trends
Karen Gay Hickenbottom – ProQuest LLC, 2022
As students' online learning opportunities continue to increase in higher education, students are choosing not to come back to campus in-person for a variety of personal, health, safety, and financial reasons. The growing use of video conferencing technology during the COVID-19 pandemic allowed classes to continue, but students reported a sense of…
Descriptors: Blended Learning, Learner Engagement, Telecommunications, Robotics
Diego-Mantecón, Jose M.; Arcera, Óscar; Blanco, Teresa F.; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2019
This paper shows an alternative to the traditional teaching approach, focusing on the application of a STE(A)M-based learning methodology. In particular, we present an engineering technology problem-solving approach to encourage and motivate the mathematics learning of high school students by promoting positive beliefs about this subject. We…
Descriptors: STEM Education, Problem Based Learning, Student Attitudes, Robotics
Baroutsis, Aspa; White, Sonia L. J.; Ferdinands, Ella; Goldsmith, William; Lambert, Elizabeth – Australian Primary Mathematics Classroom, 2019
Computational thinking can be defined as "solving problems, designing systems, and understanding human behaviour, by drawing on the concepts fundamental to computer science" (Wing, 2006, p. 33). There are strong links between computational thinking associated with coding and mathematical thinking (Wing, 2006). The digital technologies…
Descriptors: Computation, Thinking Skills, Programming, Learner Engagement
Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
Prinsloo, Paul; Slade, Sharon; Khalil, Mohammad – Journal of Research on Technology in Education, 2023
This article seeks to explore different combinations of human and Artificial Intelligence (AI) decision-making in the context of distributed learning. Distributed learning institutions face specific challenges such as high levels of student attrition and ensuring quality, cost-effective student support at scale using a range of technologies, such…
Descriptors: Decision Making, Algorithms, Artificial Intelligence, Cost Effectiveness
Thomas Kennedy – Design and Technology Education, 2023
The purpose of this study was to explore the perceived sense of comfort and belonging of girl participants, aged 15-16, engaged within a school-based offering of the Marine Education Advanced Education (MATE) underwater remotely operated vehicle (ROV) program (MATE-ROV). MATE-ROV is a competition-based educational robotics (ER) program that can…
Descriptors: Females, Adolescents, Robotics, Student Attitudes
Krista Larue Keeley, Editor – IGI Global, 2025
Vocational and regional education systems undergo significant transformations through the integration of innovative approaches designed to meet the demands of local economies and global labor markets. Emphasizing practical skills, industry partnerships, and technology-driven learning, these new models focus on preparing students for real-world…
Descriptors: Educational Innovation, Career and Technical Education, School Business Relationship, School Community Relationship
Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
Yi-Fan Liu; Wu-Yuin Hwang; Chia-Hsuan Su – Interactive Learning Environments, 2024
Drama learning is helpful for English speaking, however, few studies provided students with opportunities to practice drama conversations individually. This study proposed a Context-Awareness Smart Learning Mechanism (CASLM) and integrated into SmartVpen that consisted of context-aware learning content, context-aware input assistance, oral…
Descriptors: Context Effect, Artificial Intelligence, Second Language Learning, English (Second Language)
Çinar, Murat; Tüzün, Hakan – Journal of Computer Assisted Learning, 2021
This study compares the effects of object-oriented and robot programming activities on programming achievement, abstraction, problem solving, and motivation. In the study, two consecutive experimental cases were conducted to examine the consistency of findings. The research sample comprises 81 tenth-grade students undergoing vocational secondary…
Descriptors: Vocational High Schools, High School Students, Grade 10, Robotics
Gallup, Jenn; Coffland, David; Schultz, Kyle – Educational Research: Theory and Practice, 2021
This paper presents a framework for implementing informal learning events through a multi-modal event. A specific example is provided using the Mars LEGO Robotics challenge during the global pandemic Novel-coronavirus-19 (COVID). Students in grades 4-6 typically develop Lego Mars Rovers and compete in a face-to-face large competition in three…
Descriptors: Learner Engagement, STEM Education, Multimedia Instruction, Informal Education
McKnight, Lucinda – Changing English: Studies in Culture and Education, 2021
With artificial intelligence (AI) now producing human-quality text in seconds via natural language generation, urgent questions arise about the nature and purpose of the teaching of writing in English. Humans have already been co-composing with digital tools for decades, in the form of spelling and grammar checkers built into word processing…
Descriptors: Robotics, Artificial Intelligence, Writing (Composition), Writing Instruction
Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
Lottero-Perdue, Pamela S.; Settlage, John – Journal of Pre-College Engineering Education Research, 2021
The broad case being made in this paper is that recognizing student assets--rather than focusing on deficits--is essential for making engineering education more equitable. The paper begins with our exploration of an epistemic practice of engineering, ''making tradeoffs,'' as enacted by kindergartners after experiencing design failure and during…
Descriptors: Engineering Education, Empathy, Equal Education, Epistemology

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