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Mousa, Manal Omar – Journal of Language and Linguistic Studies, 2022
Learning should be assisted by both outdoor and in-class activities that contribute to knowledge structuring. Students can energetically participate in outdoor actions and learn by doing. Learning requires an unlimited deal of participation and effort. These activities that afford firsthand experiences, support EFL students in putting theory into…
Descriptors: Outdoor Education, Language Arts, Second Language Learning, English (Second Language)
Alsharif, Rawan – International Journal of Education and Literacy Studies, 2022
Vocabulary knowledge has been largely viewed as an important component in language learning and language acquisition. Understanding how EFL learners approach vocabulary learning is also considered crucial for language teachers and researchers to develop an effective learning environment that may stimulate high-quality learning outcomes. Studies on…
Descriptors: Foreign Countries, Second Language Instruction, Vocabulary Development, Metacognition
Benyo, Ahmed; Alkhaza'leh, Bilal Ayed; Kumar, Tribhuwan – World Journal on Educational Technology: Current Issues, 2022
This study aims to emphasize students' views on using unfair means in e-learning programmes in English at undergraduate level. The research examines further how they trick, why they trick, and possible approaches to decrease this unfair practice. This investigation was carried out after the second half of 2020 when the whole world was witnessing…
Descriptors: Undergraduate Students, Electronic Learning, English (Second Language), Second Language Learning
Aifan, Hanan – E-Learning and Digital Media, 2022
In this industrial age, skills required in most jobs are 21st-century skills. The current study aimed to investigate whether there is a relationship between implementing project-based collaborative learning using PowerPoint and improving students' 21st-century skills from the students' perspectives. It also examines whether there is a significant…
Descriptors: Active Learning, Student Projects, Cooperative Learning, Computer Software
Spates, Stephen A. – Communication Teacher, 2022
Organizational communication has concepts and processes that can be difficult to absorb. Using gamification as a pedagogical strategy, a semester-long project is developed to help students learn through application. The Bear Cave is a class-wide competition where students create an organization and seek a fictional investment of $1,000,000. In…
Descriptors: Organizational Communication, Game Based Learning, Competition, Cooperative Learning
Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
Atmojo, Arief Eko Priyo – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2022
This research aims to seek answers on the students' perceptions towards teacher-made YouTube videos for learning English online and how do they take advantage of the videos. Eight non-English department students were invited to become participants and they voluntarily accepted the invitation. Data were garnered through written reflections. It was…
Descriptors: Teacher Developed Materials, Video Technology, Social Media, English (Second Language)
van de Kamp, Marie-Thérèse; Admiraal, Wilfried; Coertjens, Liesje; Goossens, Maarten; Rijlaarsdam, Gert – Journal of Creative Behavior, 2022
This study examines "specific" exploration activities in students' visual arts portfolios from secondary education. Creating original visual arts products requires exploration according to Getzels and Csiksentmihalyi ("The creative vision. A longitudinal study of problem finding in Art." New York: John Wiley & Sons Inc.,…
Descriptors: Discovery Learning, Learning Activities, Visual Arts, Design
Cicchinelli, Analia; Pammer-Schindler, Viktoria – Journal of Workplace Learning, 2022
Purpose: This paper aims to understand what drives people -- their motivations, autonomous learning attitudes and learning interests -- to volunteer as mentors for a program that helps families to ideate technological solutions to community problems. Design/methodology/approach: A three-phase method was used to build volunteer mentor profiles;…
Descriptors: Volunteers, Mentors, Motivation, Family Programs
Chung, Chih-Chao; Huang, Shu-Lan; Cheng, Yuh-Ming; Lou, Shi-Jer – International Journal of Technology and Design Education, 2022
The purposes of this study were to integrate imagination and STEAM education to construct a special topic course on wearable devices for pets for technology senior high school students studying electronic science; to explore the impacts of the learning process on students' imagination, STEAM competences and satisfaction with learning…
Descriptors: STEM Education, Art Education, Active Learning, Student Projects
Aslan, Sinem; Agrawal, Ankur; Alyuz, Nese; Chierichetti, Rebecca; Durham, Lenitra M.; Manuvinakurike, Ramesh; Okur, Eda; Sahay, Saurav; Sharma, Sangita; Sherry, John; Raffa, Giuseppe; Nachman, Lama – Educational Technology Research and Development, 2022
Parents recognize the potential benefits of technology for their young children but are wary of too much screen time and its potential deficits in terms of social engagement and physical activity. To address these concerns, related literature suggests technology usages with a blend of digital and physical learning experiences. Towards this end, we…
Descriptors: Multimedia Instruction, Cooperative Learning, Play, Learning Experience
Dello Iacono, Umberto – Journal of Computers in Mathematics and Science Teaching, 2022
Argumentative and proving skills are considered key competencies in mathematics. Collaborative learning activities, by fostering students' production of conjectures and arguments, could contribute strongly to the development of these skills. In this paper, we present the design of a e-learning collaborative environment, whose goal is to promote in…
Descriptors: Mathematics Skills, Cooperative Learning, Group Discussion, Mathematics Instruction
Hidayat, Riyan; Moosavi, Zeynab; Hermandra; Zulhafizh; Hadisaputra, Prosmala – International Journal of Instruction, 2022
Guided by a framework promoted by Zimmerman (2000) and empirical evidence, this research examined the relationship between achievement goals involving mastery goal and performance goal and PERMA (positive emotion, engagement, relationship, meaning and accomplishment) that might affect lifelong learning. A total of 274 prospective mathematics…
Descriptors: Academic Achievement, Goal Orientation, Well Being, Lifelong Learning
Kumar, Jeya Amantha; Richard, Rachel Jasmine; Osman, Sharifah; Lowrence, Kevin – International Journal of Educational Technology in Higher Education, 2022
Micro-credentials have gained much popularity in recent years, and their popularity has skyrocketed due to emergency remote teaching instigated by the pandemic. It has been defined as a platform that provides credentials based on validated competencies. Nevertheless, in Malaysian HEI, such a concept is still novel and identifying insights on the…
Descriptors: Credentials, Distance Education, Pandemics, Higher Education
Morgan, John D.; Eddy, Brian; Coffey, John W. – Journal of Geography in Higher Education, 2022
With the increasing availability of web mapping application programming interfaces, those tasked with the job of developing and designing web-based geographic information systems (Web GIS) are faced with the question of how to (re)develop new and existing capabilities. While Web GIS often reproduces features currently available within desktop GIS,…
Descriptors: Learner Engagement, Concept Mapping, Geographic Information Systems, Web Sites

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