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Jada Kohlmeier – Theory and Research in Social Education, 2023
Authentic pedagogy is a complex enterprise for students and teachers. Planning and developing the instructional procedures and scaffolds for student success is daunting. In addition, the teacher implementing the lesson makes dozens of quick decisions as they attend to student thinking and decide how to respond. These spontaneous decisions can have…
Descriptors: Teaching Methods, Social Studies, Active Learning, Thinking Skills
Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
Mark Feng Teng; Atsushi Mizumoto – Australian Review of Applied Linguistics, 2023
This study was to assess the spoken vocabulary knowledge and its role in incidental vocabulary learning from captioned television. The participants were a total of 87 minority students learning English as a foreign language in Australia. The breadth of their vocabulary knowledge was measured with a vocabulary size test, while the depth of their…
Descriptors: Incidental Learning, Second Language Learning, Second Language Instruction, Vocabulary Development
Introducing Pharmaceutics to Middle School Students Using with Hypothesis-Driven, At-Home Activities
Riya Singhal; Anju Gupta – Journal of Chemical Education, 2023
Since the COVID-19 pandemic, there has been an increase in healthcare and related science majors at the undergraduate level. This presents an opportunity to introduce health science training in middle school science classes to familiarize students to various healthcare-related fields. The pharmaceutical science-based hands-on activities for middle…
Descriptors: Learning Activities, Science Instruction, Family Environment, Pandemics
Eliza Kitchen – International Journal for Students as Partners, 2023
This case study explores a partnership within an events management topic. Students were encouraged to take ownership over the creation and operation of an event held on the university campus. The topic lecturer provided guidance throughout the process and liaised with the students to define the assessment and the marking rubric for the event…
Descriptors: Undergraduate Students, Program Administration, Program Development, Program Design
Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
Callaghan, David; Collins, Helen – Action Learning: Research and Practice, 2021
This paper explores the literature around online and blended learning. The impetus came from a cohort of 60 students being led through their dissertation by an e-learning evangelist. Initially the pedagogy closely followed Salmon's Five Stage Model, Wenger's Community of Practice, and traditional Social Constructivism pedagogies. In hindsight, it…
Descriptors: Experiential Learning, Electronic Learning, Blended Learning, Theses
Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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

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