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Simin Xu; Yanfang Su; Kanglong Liu – Education and Information Technologies, 2025
Despite the well-established importance of feedback in education, the application of Artificial Intelligence (AI)-generated feedback, particularly from language models like ChatGPT, remains understudied in translation education. This study investigates the engagement of Master's students in translation with ChatGPT-generated feedback during their…
Descriptors: Learner Engagement, Artificial Intelligence, Translation, Revision (Written Composition)
Weijian Yan; Victoria L. Lowell – TechTrends: Linking Research and Practice to Improve Learning, 2025
Virtual Reality (VR) has been utilized in foreign language education for over 50 years, and it has gone through four distinct stages in foreign language education: Two-dimensional (2D) text-based VR, three-dimensional (3D) desktop-based VR, 3D HMD-based VR, and AI-enhanced 3D HMD-based VR. Drawing on relevant studies and examples, this article…
Descriptors: Computer Simulation, Second Language Instruction, Second Language Learning, Artificial Intelligence
Amedeo Pachera; Stefania Dumbrava; Angela Bonifati; Andrea Mauri – ACM Transactions on Computing Education, 2025
Query languages are the foundations of database teaching and education practices. The broad adoption of graph databases contrasts with the limited research into how they are taught. Contrary to relational databases, graph databases allow navigational queries with higher expressivity and lack an a priori schema. In this article, we design a…
Descriptors: Error Patterns, Graphs, Programming Languages, Databases
Emmanuel C. Asogwa; Dunka D. Bakwa; Josephine O. Okpe; Jonathan Olelewe Chijioke – African Educational Research Journal, 2025
The integration of Information Technology (IT) in administrative settings has significantly enhanced management efficiency, minimized paperwork, and facilitated faster and more accurate service delivery. Despite these benefits, many administrative officers in higher education institutions still underutilize or neglect the adoption of networking…
Descriptors: College Administration, Administrator Effectiveness, Information Technology, Computer Networks
Evaluative Feedback Isn't Enough: Harnessing the Power of Consequential Feedback in Higher Education
Kathleen M. Quinlan; Edd Pitt – Assessment & Evaluation in Higher Education, 2025
Most research on feedback in higher education focuses on evaluative feedback and its recipience, uptake, and enactment. Evaluative feedback information includes judgments, critiques and suggestions for improvement provided by a teacher, peer, self, pre-programmed automatic feedback, or artificial intelligence tutoring systems. In contrast, we…
Descriptors: Feedback (Response), Concept Formation, Higher Education, Health Education
Anshul Shah; Thomas Rexin; Fatimah Alhumrani; William G. Griswold; Leo Porter; Gerald Soosai Raj – ACM Transactions on Computing Education, 2025
Objectives: The traditional, instructor-led form of live coding has been extensively studied, with findings showing that this form of live coding imparts similar learning to static-code examples. However, a concern with Traditional Live Coding is that it can turn into a passive learning activity for students as they simply observe the instructor…
Descriptors: Computer Science Education, Advanced Courses, Active Learning, Programming
Bilal Kaya; Ayse Sarpkaya – School Psychology International, 2025
Digital game addiction has become a prevalent issue among adolescents. This study aimed to elucidate both the relationship between digital game addiction severity and academic procrastination, as well as school burnout, and to examine the indirect role of academic procrastination in the connection between digital game addiction severity and school…
Descriptors: Foreign Countries, Adolescents, Grade 7, Grade 8
HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
Subterfuge: A Parental Strategy for Mediating Young Children's Digital Media Practices in Azerbaijan
Sabina Savadova – Learning, Media and Technology, 2025
The present study introduces the ways in which parents mediate young children's digital media practices in Azerbaijan, a former Soviet country. This study reveals a new parental mediation strategy -- subterfuge, which refers to parents' indirect communication about digital media restrictions with their children. With this approach, parents blame…
Descriptors: Foreign Countries, Parenting Styles, Computer Use, Access to Internet
Gilber Chura-Quispe; Yesica Sofia Nicole Román Bullon; Edwin Gustavo Estrada-Araoz; José Ricardo Pujaico-Espino; Dony Edwin Mamani-Velasquez – Educational Process: International Journal, 2025
Background/purpose: The increasing use of technology in people's daily lives has given rise to novel social phenomena such as "phubbing," the act of ignoring someone in a physical environment to attend to a mobile phone. This behavior has sparked interest in the academic field, where social interaction is fundamental for the emotional…
Descriptors: Computer Use, Telecommunications, Handheld Devices, Psychological Patterns
Kylie Gorney; Mark D. Reckase – Journal of Educational Measurement, 2025
In computerized adaptive testing, item exposure control methods are often used to provide a more balanced usage of the item pool. Many of the most popular methods, including the restricted method (Revuelta and Ponsoda), use a single maximum exposure rate to limit the proportion of times that each item is administered. However, Barrada et al.…
Descriptors: Computer Assisted Testing, Adaptive Testing, Test Items, Item Banks
Alanna L. Peebles; Godfried A. Asante; Rati Kumar – Communication Teacher, 2025
In our globalized interconnected world, intercultural and interpersonal communication competencies are essential. Virtual reality (VR) narrative-based scenarios offer a unique opportunity to foster these competencies by simulating quality contact with people of different races, religions, and other identities. This activity had students meet and…
Descriptors: Intercultural Communication, Computer Simulation, Personal Narratives, Technology Uses in Education
Guanhua Hou; Xinlei Wang – International Journal of Technology and Design Education, 2025
The AI-generated inspirational images provided a new pathway for design learners to obtain inspiration, but previous research had overlooked the impact of the emotional valence and arousal of AI-generated images on design creativity. This study investigated the effects of emotional valence and arousal of AI-generated images on design creativity…
Descriptors: Artificial Intelligence, Design, Computer Graphics, Creativity
Robin Junker; Jennifer Janeczko; Alena Lehmkuhl; Verena Zucker; Manfred Holodynski; Nicola Meschede – Education and Information Technologies, 2025
The adoption of virtual learning environments (VLEs) in education has grown significantly due to their potential to enhance learning. Effective learning in VLEs depends on managing cognitive load and sustaining motivation, particularly for complex tasks like developing teachers' professional vision -- the ability to notice and interpret classroom…
Descriptors: Models, Prompting, Electronic Learning, Computer Simulation
Zheng Zhong; Xiaojie Zou; Shuaizhen Jin; Kunyan Li; Jingbin Huang – Education and Information Technologies, 2025
The effective implementation of Collaborative Inquiry-based Learning (CIL) activities hinges upon the learners receiving ample support and timely feedback. Without explicit guidance from educators within the interaction design, inquiry processes, and task steps, the efficacy of learning outcomes is challenging to ensure. Virtual teachers have the…
Descriptors: Cooperative Learning, Inquiry, Virtual Classrooms, Electronic Learning

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