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Oliveira, Wilk; Tenório, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
Jones, Kevin; Mendez, J. D. – Journal of Education for Business, 2021
3D printing and interdisciplinary collaboration were used to enhance an existing problem-based, team learning project in an undergraduate management course. In addition to the more traditional steps common to team building in group work, students were tasked with designing a prototype product with a basic computer-aided drawing program and then…
Descriptors: Interdisciplinary Approach, Undergraduate Students, Cooperative Learning, Printing
Broadbent, Jaclyn; Lodge, Jason – International Journal of Educational Technology in Higher Education, 2021
Help-seeking is an essential self-regulatory and metacognitive skill. In the online learning environment, much of the learning is self-directed and there are generally less opportunities to receive help in real time. The uses of email and discussion boards are the most common method of seeking help in these environments. The current study explored…
Descriptors: Computer Mediated Communication, Synchronous Communication, Help Seeking, Electronic Learning
Young, Michelle D.; Cunningham, Kathleen; Van Gronigen, Bryan; O'Doherty, Ann – eJEP: eJournal of Education Policy, 2021
The term Powerful Learning Experience (PLE) is an outgrowth of a University Council for Educational Administration (UCEA) project. Colleagues who were engaged in the Leaders Supporting Diverse Learners (LSDL) project, along with researchers examining exemplary educational leadership programs refined the original framework. The version described in…
Descriptors: Transformational Leadership, Leadership Training, COVID-19, Pandemics
Hsu, Ting-Chia; Abelson, Hal; Patton, Evan; Chen, Shih-Chu; Chang, Hsuan-Ning – International Journal of Computer-Supported Collaborative Learning, 2021
In order to promote the practice of co-creation, a real-time collaboration (RTC) version of the popular block-based programming (BBP) learning environment, MIT App Inventor (MAI), was proposed and implemented. RTC overcomes challenges related to non-collocated group work, thus lowering barriers to cross-region and multi-user collaborative software…
Descriptors: Self Efficacy, Behavior Patterns, Student Behavior, Programming
Trifirò, Catherine Elizabeth Vucetic; Laing, Gregory Kenneth – e-Journal of Business Education and Scholarship of Teaching, 2021
Purpose: The purpose of this paper is to examine the various models concerned with identifying learning styles and cognitive traits of students as a means to adapt teaching methods. With attention to the applicability of the models to on-line teaching strategies and requirements. Design/Method/Approach: The approach adopted in this paper is one of…
Descriptors: Cognitive Style, Electronic Learning, Integrated Learning Systems, Teaching Methods
Latifi, Saeed; Noroozi, Omid; Talaee, Ebrahim – British Journal of Educational Technology, 2021
This study compared the effects of support for peer feedback, peer feedforward and their combination on students' peer learning processes, argumentative essay quality and domain-specific learning. Participants were 86 BSc students who were randomly divided over 43 dyads. These dyads, in a two-factorial experimental design, were assigned to four…
Descriptors: Peer Relationship, Feedback (Response), Persuasive Discourse, Essays
Lewis, Drew; Clontz, Steven; Estis, Julie – PRIMUS, 2021
Team-Based Learning (TBL) is a cooperative learning strategy blending elements of flipped learning, inquiry-based learning, and problem-based learning. Although used quite frequently in other disciplines, use of this strategy in mathematics has been limited. In this article, we describe how TBL can be implemented in math courses with adherence to…
Descriptors: Cooperative Learning, Inquiry, Active Learning, Flipped Classroom
Hess, Richard M. – ProQuest LLC, 2021
The purpose of this study was to explore and analyze the utilization of learning analytics data produced by a learning management system as an indicator of learners' self-regulation. In the Spring of 2021, 258 learners at a four-year, mid-Atlantic university provided access to their learning management system data. Of those 258 learners, 86…
Descriptors: Self Control, Integrated Learning Systems, Learning Analytics, Undergraduate Students
Dhvani Ashok Toprani – ProQuest LLC, 2021
With the widespread use of technology in education, the nature and role of technology in the process of learning are becoming increasingly difficult to understand. There is a need to shift the focus of education technology from innovating around tools to innovating around designing new digital learning environments. Designing digital learning…
Descriptors: Technology Uses in Education, Cooperative Learning, Educational Environment, Learning Processes
Michael Valesano – ProQuest LLC, 2021
This interpretive case study explores how adults within an intentional learning community make meaning of vocational calling (Dewey, 1966), collective learning (Kilgore, 1999), and a sense of place (Low & Altman, 1992) and the interactive and interrelated connections between these constructs. The context for this study was set at a retreat…
Descriptors: Intentional Learning, Adult Students, Cooperative Learning, Sense of Belonging
Todd White; Richard G. Brody; Gaurav Gupta – Advances in Accounting Education: Teaching and Curriculum Innovations, 2021
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Introductory Courses
Cheng Chen – ProQuest LLC, 2021
China's growing economic power has led to over one hundred million people speaking Chinese world-wide (Chai & Wang, 2017). Although the Chinese language may not replace English as the most popular language worldwide, it is acknowledged that the Chinese language is an indispensable part of the future world (Zhao & Huang, 2010). However,…
Descriptors: College Students, Second Language Learning, Chinese, Student Characteristics
Shea Walters – ProQuest LLC, 2021
This dissertation describes the impacts that higher education faculty members' epistemological beliefs, pedagogical approaches, and the course delivery mode of what they teach has on their use of learning management systems (LMSs). Specifically, this research reflects on how these constructs impact how often tools within the LMS, Blackboard Learn,…
Descriptors: Epistemology, Teacher Attitudes, Beliefs, Teaching Methods
Du, Yao; Lubniewski, Kathryn; Price, Lori; Breslin, Grace; Thomson, Paula; Jinadasa, Natashka; Soni, Nikita – International Journal of Language & Communication Disorders, 2023
Background: Children with communication disorders experience difficulty in one or more areas of articulation and speech, language, fluency, voice and social communication, and they work with speech-language pathologists (SLPs) to improve their communication. With the rise of adoption and use for mobile applications among special education and…
Descriptors: Pediatrics, Computer Software, Learning Experience, Handheld Devices

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