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Jiaci Lin; Qijiang Shu; Rong Chen; Chunlin Gao; Kaiqing Xu; Keli Yin; Fuhua Yang – International Journal of Technology and Design Education, 2025
Computational thinking (CT) is an essential component of critical skills for university students, representing the ability to analyze and solve problems. In accordance with constructivist learning theory and the core elements of cultivating CT, this research has developed a Project-Based Teaching approach with computational thinking as its focal…
Descriptors: Computation, Thinking Skills, College Students, Active Learning
Farhad Shariatrad; Ramin Dehbandi; Helaleh Cheragh Makani – International Journal of Technology and Design Education, 2025
This study provides the educational experience of an architectural design studio in a virtual environment. It aims to illuminate the complications of planning and implementing a VDS and find the balance between flexibility and structure in VDS design. Action research was used due to its ability to document the process and reflect on the methods…
Descriptors: Building Design, Architectural Education, Studio Art, Computer Simulation
Gideon Dishon – Educational Theory, 2025
The emergence of ChatGPT, and other generative AI (GenAI) tools, has elicited dystopian and utopian proclamations concerning their potential impact on education. This paper suggests that responses to GenAI are based on often-implicit perceptions of naturalness and artificiality. To examine the depiction and function of these concepts, Gideon…
Descriptors: Artificial Intelligence, Learning Processes, Educational Benefits, Barriers
Tzu-Chien Liu; Yi-Chun Lin – Educational Technology Research and Development, 2025
Professional vision (PV), which includes the ability to perceive and interpret classroom events, is important for classroom behaviour management, particularly in the training of student teachers. However, to date, few assessment systems that can assess student teachers' professional vision by immersing them in a realistic classroom environment…
Descriptors: Student Teachers, Observation, Classroom Techniques, Computer Simulation
Kai Zhang; Jingying Chen; ZongKai Yang – Education and Information Technologies, 2025
Over the past decade, a large number of literature reviews have explored the effectiveness of virtual reality technology as applied to children with autism spectrum disorder (ASD), but there has been a lack of scope focus on different types of virtual reality systems in assessment and intervention for children aged 3-12 years and a lack of…
Descriptors: Computer Simulation, Children, Autism Spectrum Disorders, Intervention
Sayed Mohammad Mahdi Vaghei; Mozhgan Asadi; Banafshe Mansuri – International Journal of Language & Communication Disorders, 2025
Background: Remote assessment through telehealth offers potential benefits for people with aphasia (PWA), particularly where in-person services are limited. However, its diagnostic validity in developing countries remains underexplored due to differences in infrastructure and digital literacy. Aims: To compare in-person and remote administration…
Descriptors: Computer Assisted Testing, Aphasia, Indo European Languages, Adults
Panagiotis Antonopoulos; Emmanuel Fokides; George Koutromanos – Technology, Knowledge and Learning, 2025
There is a pervasive belief that immersive virtual reality (imVR) holds transformative implications for almost all technology-mediated human activities, including the sphere of education. Given this context, it becomes essential to comprehend the impact it exerts on learning, in addition to ascertaining whether it positively affects factors that…
Descriptors: Computer Simulation, Learning Experience, College Students, Intellectual Property
The Relationship between Students' Self-Regulated Learning Skills and Technology Acceptance of GenAI
Negin Mirriahi; Rebecca Marrone; Abhinava Barthakur; Florence Gabriel; Jill Colton; Ting Nga Yeung; Peter Arthur; Vitomir Kovanovic – Australasian Journal of Educational Technology, 2025
Generative artificial intelligence (GenAI) has quickly become prolific in our daily lives, including the higher education sector. Although an AI-fuelled world is unpredictable, there is an urgent need to understand how university students use GenAI to support their learning and the factors influencing GenAI adoption. In this study, underpinned by…
Descriptors: Artificial Intelligence, College Students, Adoption (Ideas), Computer Uses in Education
Nicholas Hobbs; Janet Steele – HAPS Educator, 2025
Formative assessment is a type of low-stakes assessment that can help reduce student anxiety and encourage students to engage in the course regularly. Formative assessment can also help instructors identify knowledge gaps. Students who had completed the first semester of a two-semester sophomore-level anatomy and physiology sequence were surveyed…
Descriptors: Anatomy, Physiology, Tests, Learner Engagement
Zhenhua Chang; Min Zhou – Journal of Creative Behavior, 2025
As pedagogical training becomes more advanced and intensive, new methods of instruction that incorporate information technology are becoming increasingly important. The purpose of this article is to investigate how using the MuseScore scorewriter to teach solfeggio affects music students' ability to think creatively. The program designed for a…
Descriptors: Computer Software, Music Education, College Students, Program Effectiveness
Yuting Mu; Yuqi Gao; Yanmin Zhao – International Journal on E-Learning, 2025
With the increasing use of mobile applications for educational purposes among university students, enhancing the efficiency of mobile instruction and learning is a key concern in higher education. It is, therefore, necessary to explore students' mobile learning habits and to identify the factors that influence their mobile learning to further…
Descriptors: College Students, Student Attitudes, Handheld Devices, Computer Oriented Programs
Nooshin Darvishinia; Ambyr Rios; J. Spencer Clark – Journal of Interactive Learning Research, 2025
This systematic literature review explores the impact of Virtual Reality (VR) on STEM education, focusing on the enhancement of student learning outcomes. Our findings reveal that VR's immersive and interactive features significantly improve student understanding, retention, and engagement. Key features of effective VR applications include…
Descriptors: STEM Education, Computer Simulation, English Learners, Technology Uses in Education
Jinqi Ding; Yuxin Shi; Quanlei Yu; Suping Sun; Han Liu; Wanjun Zhou; Wenhui Zhao; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
With the increasing popularity of the Internet, there is significant interest among academics and the public in understanding the relationship between the Internet and individual development. However, the association between digital games use and creativity has been a topic of controversy, as highlighted in previous research. This study aimed to…
Descriptors: Collectivism, Individualism, Computer Games, Creativity
Jacqueline Anton; Giulia Cosentino; Mirko Gelsomini; Kshitij Sharma; Michail N. Giannakos; Dor Abrahamson – Digital Experiences in Mathematics Education, 2025
We present an innovative educational design for basic arithmetic that responds to students' documented difficulties with adding and subtracting single-digit positive and negative numbers. The design utilizes MOVES, a technological architecture that combines floor- and wall-projected interactive interfaces. Students enact arithmetic operations,…
Descriptors: Arithmetic, Mathematics Instruction, Educational Technology, Addition
Manoj Patil; Abhay Gaidhane; Zahiruddin Quazi Syed – Journal of Education Human Resources, 2025
The recruitment and selection process are two of the most important human resource functions having a great impact on the growth and success of an organization as compared to other tasks such as retention, onboarding, leadership development, and managing talent. Stepping Stones is a project for scaling the early childhood development of children…
Descriptors: Personnel Selection, Recruitment, Public Health, Young Children

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