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Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Huy Quang Dinh – ProQuest LLC, 2024
The purpose of this comparative study was to determine if and to what extent there was a statistically significance difference in college students' motivation--amotivation, external regulation, introjection, identification, intrinsic motivation--to learn Algebra I between in-person instruction and online instruction in Central Arizona. The theory…
Descriptors: Student Motivation, Mathematics Education, In Person Learning, Electronic Learning
Katy Farber; Rachel Mark – Middle Grades Review, 2024
How do service learning and self-directed learning connect and what are the implications for early adolescent students? The authors explore both the service learning and self-directed learning literature and research to discover the connections between the two approaches and concepts. This essay reviews existing frameworks for self-directed…
Descriptors: Independent Study, Service Learning, Early Adolescents, Student Development
Nana Kwon – English Teaching, 2024
This study investigates how working memory (WM) capacity and L2 linguistic knowledge affect L2 literal and inferential reading comprehension, considering the presence or absence of background knowledge. Eighty upper-intermediate to advanced adult English learners participated, completing tasks to assess WM capacity, background knowledge, L2…
Descriptors: Short Term Memory, Prior Learning, Second Language Learning, Knowledge Level
Joseph B. Quinto; Manilyn R. Cacanindin – Advanced Education, 2024
Despite numerous studies about language learning strategies (LLSs), many learners still misunderstand their effectiveness, thinking they require too much effort for minimal gain. Additionally, students have varied and conflicting preferences for LLSs, and factors like cultural background influence their choices, indicating a need for more research…
Descriptors: Classification, Second Language Learning, Learning Strategies, Undergraduate Students
Rebecca Ann Free – ProQuest LLC, 2024
Notable gaps in academic literature exist as it pertains to understanding the influence of institutional characteristics on modality enrollment patterns in the community college environment. Given these gaps, this study examined whether institutional control, locale, and size could serve as predictors of whether a community college is more…
Descriptors: Community Colleges, Institutional Characteristics, College Enrollment, Enrollment Influences
Krieter, Philipp – IEEE Transactions on Learning Technologies, 2022
The time students spend in a learning management system (LMS) is an important measurement in learning analytics (LA). One of the most common data sources is log files from LMS, which do not directly reveal the online time, the duration of which needs to be estimated. As this measurement has a great impact on the results of statistical models in…
Descriptors: Integrated Learning Systems, Learning Analytics, Electronic Learning, Students
Banter, John N.; Egan, John D.; Burton, Susan – New Directions for Student Leadership, 2022
Why should leadership educators trouble themselves in creating or implementing games for leadership learning? This chapter justifies the use of games as a teaching strategy in leadership education by exploring three rationales. First, games can be meaningfully tied to specific learning theories. Second, games provide motivation for learning, and…
Descriptors: Leadership Training, Games, Game Based Learning, Teaching Methods
Murphy, Victoria L.; Littlejohn, Allison; Rienties, Bart – Journal of Workplace Learning, 2022
Purpose: Learning from incidents (LFI) is an organisational process that high-risk industries use following an accident or near-miss to prevent similar events. Literature on the topic has presented a fragmented conceptualisation of learning in this context. This paper aims to present a holistic taxonomy of the different aspects of LFI from the…
Descriptors: Workplace Learning, Informal Education, Organizational Learning, Safety
de Groot, Bert; Leendertse, Wim; Arts, Jos – Learning Organization, 2022
Purpose: Learning across teams and organisational levels enables organisations to deal with challenges that arise from changing contexts. Project-oriented organisations increasingly use programme management to cope with such challenges and improve performance. This paper aims to find out how different programme configurations affect learning…
Descriptors: Organizational Learning, Administrative Organization, Cooperative Learning, Program Administration
Larison, Karen D. – Science & Education, 2022
Constructivism has long been touted as the end-all solution for having K-12 students learn science. At the core of this didactic method is the assumption that given the chance, children will naturally be able to act and think like scientists. In this paper, I review the recent evidence from the cognitive neuroscience and neuroimaging communities…
Descriptors: Constructivism (Learning), Science Education, Learning Processes, Neurosciences
Camperos, July Andrea Gomez; Jaramillo, Haidee Yulady; Castrillón, Alexci Suárez – Journal of Language and Linguistic Studies, 2022
With the rapid growth of the technology era, the conventional teaching approach is not sufficient for students of the millennial generation. With this in mind, this article presents the justification for incorporating Kolb's experiential learning, based on laboratory practices with an environment supported by simulation software, combined with…
Descriptors: Experiential Learning, Problem Based Learning, Automation, Foreign Countries
Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
Zheng Liang; Riman Ga; Han Bai; Qingbai Zhao; Guixian Wang; Qing Lai; Shi Chen; Quanlei Yu; Zhijin Zhou – British Journal of Educational Technology, 2025
Video-based learning (VBL) is popular, yet students tend to learn video material passively. Instilling teaching expectancy is a strategy to promote active processing by learners, but it is unclear how effective it will be in improving VBL. This study examined the role of teaching expectancy on VBL by comparing the learning outcomes and…
Descriptors: Eye Movements, Teacher Expectations of Students, Video Technology, Educational Strategies