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Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
Helen Lenane – ProQuest LLC, 2022
Though the number of instructional design models has increased, the usefulness of an instructional design process (linear or iterative) when making design decisions for e-learning solutions remains uncertain. This basic qualitative study was used to explore the perspectives of corporate instructional designers who were mandated to move from a…
Descriptors: Instructional Design, Electronic Learning, Corporations, Decision Making
Jensen, Camilla Gyldendahl; Madsen, Jannie Dodensig; Gade, Peter; Andersen, Michael; Olsen, Frank – Journal of Problem Based Learning in Higher Education, 2021
In the current conceptualisations of Problem Based Learning and how we practice it, the students are expected to possess the necessary academic competencies in order to study through PBL. However, a desk research reveals that students in many cases don't have the necessary understanding or conceptual comprehension of disciplines such as problem…
Descriptors: Problem Based Learning, Instructional Design, Sequential Learning, Educational Philosophy
Barton, Angela Calabrese; Kim, Won Jung; Tan, Edna – Asia-Pacific Science Education, 2021
Addressing ways in which systemic injustices manifest in learning environments has been a significant challenge to the field of informal science learning (ISL). The dominant discourses of equity are framed around calls for inclusion and the extension of rights for quality learning opportunities for all youth. In this paper, we move beyond…
Descriptors: Instructional Design, Science Instruction, Justice, Equal Education
Panda, Payod – ProQuest LLC, 2021
My multi-article dissertation explores the utility of immersive media like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in design learning and education, particularly as we recover from the social, technological, and cultural disruptions caused by the COVID-19 global pandemic. Chapter 2 clarifies how the multiple modalities…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
Joshua P. Rayburn – ProQuest LLC, 2021
This capstone is an exploration of an online learning environment for teachers to receive professional learning at any time, anywhere. The focus of this capstone was to design a series of self-paced, asynchronous learning courses to help teachers implement one-to-one Chromebooks in the Fayette County Public School District. Additionally, the…
Descriptors: Electronic Learning, Faculty Development, Online Courses, Asynchronous Communication
E. Woo; Margaret Wooldridge; Elizabeth Ann LaPorte – International Journal of Sustainability in Higher Education, 2025
Purpose: The purpose of this study was to evaluate the effectiveness of sustainability-focused, cocurricular, interdisciplinary programming for graduate students at creating future leaders in sustainability, i.e. did interdisciplinary sustainability programming further prepared graduate students in sustainability leadership beyond the scope of the…
Descriptors: Sustainable Development, Interdisciplinary Approach, Graduate Students, Leadership Training
Peter Z. Schochet – Journal of Educational and Behavioral Statistics, 2025
Random encouragement designs evaluate treatments that aim to increase participation in a program or activity. These randomized controlled trials (RCTs) can also assess the mediated effects of participation itself on longer term outcomes using a complier average causal effect (CACE) estimation framework. This article considers power analysis…
Descriptors: Statistical Analysis, Computation, Causal Models, Research Design
Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
Kevin Slonka; Matthew North; Neelima Bhatnagar; Anthony Serapiglia – Information Systems Education Journal, 2025
Continuing to fill the literature gap, this research replicated and expands a prior study of student performance in database normalization in an introductory database course. The data was collected from four different universities, each having different prerequisite courses for their database course. Student performance on a database normalization…
Descriptors: Required Courses, Academic Achievement, Information Systems, Databases
Aleksandra Zielinska; Izabela Lebuda; Marta Czerwonka; Maciej Karwowski – Journal of Creative Behavior, 2025
While people approach creative actions in diverse ways, navigating them effectively requires self-regulatory effort. In this preregistered experiment, we examined whether simple self-regulation prompts, provided across the stages of the creative process, make the outcomes more creative. Participants (N = 332) engaged in one of three creativity…
Descriptors: Self Control, Prompting, Creativity, Performance
Sarah Hinshaw; Julianna Finelli; Lindsay Usry; Camille Knable; Geoffrey Nagle; Charles H. Zeanah – Infant Mental Health Journal: Infancy and Early Childhood, 2025
There are considerable data documenting the importance of early experiences for healthy human development. Though widely accepted amongst mental health clinicians, developmental researchers and early childhood policymakers, this information is not well known by much of the public. We describe a specialized program designed for established and…
Descriptors: Early Experience, Young Children, Leaders, Information Dissemination
Amine Hatun Atas; Zahide Yildirim – Educational Technology Research and Development, 2025
This study advances the emerging research on shared metacognition through the lens of the community of inquiry framework. It seeks components and utterances of the community of inquiry and shared metacognition in online collaborative learning environments to bring an instructional design model to the fore. A three-cycle design-based research…
Descriptors: Metacognition, Instructional Design, Models, Electronic Learning
Elahe Javadi; Judith Gebauer; Season Tanner – Journal of Information Systems Education, 2025
In this teaching tip, we describe our approach to elevating the quality of group work in an information technology (IT) project management course by implementing three practices of experiential and peer learning that work more effectively when combined. The first practice addresses slacking in group work by applying a flipped classroom style that…
Descriptors: Experiential Learning, Flipped Classroom, Information Technology, Group Activities
William Billingsley – Science & Education, 2025
This article explores the epistemological trade-offs that practical and technology design fields make by exploring past philosophical discussions of design, practitioner research, and pragmatism. It argues that as technologists apply Artificial Intelligence (AI) and machine learning (ML) to more domains, the technology brings this same set of…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Technology Integration

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