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Damijana Keržic; Vida Zorko – Cogent Education, 2023
The use of social annotation tools in higher education has attracted the attention of researchers with many studies having looked at student perceptions and attitudes to them. This paper investigates students' activity and perceptions of the social annotation tool Diigo along with the extent to which they correlate with their approaches to…
Descriptors: Computer Software, Computer Mediated Communication, Documentation, Student Attitudes
Andre´ A. Souto – Journal of Chemical Education, 2023
Augmented reality (AR) filters are digital interactions applied to users' faces or environment to add to or change what they are seeing in the real world. By using free software, it is possible to easily make many AR filters for learning chemistry. Here I show how to make AR filters of molecular models and post them on social media in just two…
Descriptors: Computer Simulation, Visual Aids, Chemistry, Science Education
Shiv K. Tripathi; Wolfgang C. Amann; Agat Stachowicz-Stanusch – International Society for Technology, Education, and Science, 2023
The effective anti-corruption education requires careful understanding of the teaching-learning context. At the different stages of the designing an anti-corruption focuses course, we need to consider factors related to target learning group as well as the respective context in which they are. Learning style versatility is an important factor that…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Computer Oriented Programs
How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
Richard Selase Gbadegbe; Joseph Amewu; Elikem Krampa; Samuel Nii Adamah Sampah – Cogent Education, 2024
There is a high interest for graphic design among the visual art disciplines in Ghana and several factors account for this. The purpose of this study was to investigate the factors that influence the preference for graphic design as the preferred visual art subject. To carry out this task, purposive sampling technique was employed to collect data…
Descriptors: Foreign Countries, High School Students, Undergraduate Students, Computer Assisted Design
Monique H. Harrison; Philip A. Hernandez – Grantee Submission, 2022
The interview experience is only one component of the process of interviewing -- software programmes can coordinate the pre-interview steps and begin a digitally-mediated relationship with participants long before the actual interview commences. This essay provides examples of how researchers can maximise their time and energy by digitally…
Descriptors: College Freshmen, Interviews, Computer Uses in Education, Computer Software
Maennel, Kaie; Brilingaite, Agne; Bukauskas, Linas; Juozapavicius, Aušrius; Knox, Benjamin James; Lugo, Ricardo Gregorio; Maennel, Olaf; Majore, Ginta; Sütterlin, Stefan – SAGE Open, 2023
Hands-on and practical learning has been key to cybersecurity education and training success. Cyber Defense Exercises (CDX) are a common approach to training, testing, and verifying technical and soft skills. However, full-scale CDX implementation is also an expensive training event. In order to advance such exercises to the next level, CDX…
Descriptors: Computer Security, Computer Science Education, Information Security, Computer Simulation
Björquist, Elisabet; Tryggvason, Nina – Journal of Intellectual Disabilities, 2023
Most youths use Information and Communication Technology (ICT) for socialising, but there is a discussion about whether using ICT promotes social participation for youths with intellectual disabilities (IDs). Employing the concepts of social participation and self-determination together with the youths' perspectives, as conveyed by staff, we…
Descriptors: Foreign Countries, Tablet Computers, Computer Use, Intellectual Disability
Godwin-Jones, Robert – Language Learning & Technology, 2023
Looking at human communication from the perspective of semiotics extends our view beyond verbal language to consider other sign systems and meaning-making resources. Those include gestures, body language, images, and sounds. From this perspective, the communicative process expands from individual mental processes of verbalizing to include features…
Descriptors: Second Language Learning, Second Language Instruction, Semiotics, Nonverbal Communication
Safadel, Parviz; Hwang, Scott N.; Perrin, Joy M. – TechTrends: Linking Research and Practice to Improve Learning, 2023
This paper presents a novel implementation of a three-dimensional Virtual Librarian Chatbot using IBM Watson artificial intelligence technology and virtual reality. In this method, participants interact with virtual librarian chatbots by asking specific questions about the library system. This research investigated the factors used in the…
Descriptors: Librarians, Electronic Learning, Computer Simulation, Computer Mediated Communication
Yesengazyevna, Sagimbayeva Ainur; Sailaugul, Avdarsol; Meruert, Yerekesheva; Mynturganovna, Baiganova Altynzer; Daurenbekov, Kuanysh – Cypriot Journal of Educational Sciences, 2022
Everyone uses a traditional five-point grading system to assess students' activities, however, it is not always possible to objectively evaluate students' work using this method. Therefore, the authors use the criteria-based student assessment system in our lessons. The purpose of this article was to compile a model of a system for assessing…
Descriptors: Student Evaluation, Computer Literacy, Evaluation Criteria, Mastery Learning
Stokhof, Harry; Meli, Kalliopi; Lavidas, Konstantinos; Grammenos, Dimitrios – Electronic Journal of e-Learning, 2022
This study explores the factors that influence experts' regular contribution to educational community question-answering (CQA) platforms. Providing answers is essential for sharing knowledge on CQA platforms, but it also affects learners' progressive inquiry. Therefore, the purpose of this study is to develop and test a theoretical model that aims…
Descriptors: Expertise, Behavior Theories, Computer Mediated Communication, Questioning Techniques
Morales-Trujillo, Miguel Ehecatl; Galster, Matthias; Gilson, Fabian; Mathews, Moffat – IEEE Transactions on Education, 2022
Background: Peer evaluation in software engineering (SE) project courses enhances the learning experience of students. It also helps instructors monitor and assess both teams and individual students. Peer evaluations might influence the way individual students and teams work; therefore, the quality of the peer evaluations should be tracked through…
Descriptors: Undergraduate Students, Computer Software, Programming, Peer Evaluation
Skulmowski, Alexander – Education and Information Technologies, 2022
Realistic visualizations are abundantly used in digital education. However, the use of realism is still thought to risk a cognitive overload due to excessive details. Moreover, it is still not precisely known whether there is an optimal level of realism that benefits learners the most. In two experimental studies, different versions of anatomical…
Descriptors: Visual Aids, Computer Assisted Instruction, Cognitive Processes, Difficulty Level
Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition

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