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Kubicek, Claudia; de Boisferon, Anne Hillairet; Dupierrix, Eve; Loevenbruck, Helene; Gervain, Judit; Schwarzer, Gudrun – International Journal of Behavioral Development, 2013
The present eye-tracking study aimed to investigate the impact of auditory speech information on 12-month-olds' gaze behavior to silently-talking faces. We examined German infants' face-scanning behavior to side-by-side presentation of a bilingual speaker's face silently speaking German utterances on one side and French on the other side, before…
Descriptors: Infants, Infant Behavior, Cognitive Processes, Linguistic Input
Oliver, Jason; Kowalczyk, Christine – Marketing Education Review, 2013
Student presentations can often seem like a formality rather than a lesson in representing oneself or group in a professional manner. To improve the quality of group presentations, the authors modified the popular presentation style of Pecha Kucha (20 slides, 20 seconds per slide) for marketing courses to help students prepare and deliver…
Descriptors: Marketing, Business Administration Education, Group Activities, Computer Software
Cowan, Logan T.; Van Wagenen, Sarah A.; Brown, Brittany A.; Hedin, Riley J.; Seino-Stephan, Yukiko; Hall, P. Cougar; West, Joshua H. – Health Education & Behavior, 2013
Objective. To quantify the presence of health behavior theory constructs in iPhone apps targeting physical activity. Methods. This study used a content analysis of 127 apps from Apple's (App Store) "Health & Fitness" category. Coders downloaded the apps and then used an established theory-based instrument to rate each app's inclusion of…
Descriptors: Behavior Change, Behavior Theories, Multiple Regression Analysis, Health Behavior
Spates, C. Richard; Kalata, Alyssa H.; Ozeki, Satoshi; Stanton, Cory E.; Peters, Sofia – Behavior Modification, 2013
This article presents preliminary findings from use of a novel computer program that implements an evidence-based psychological intervention to treat depression based on behavioral activation (BA) therapy. The program is titled “Building a Meaningful Life Through Behavioral Activation”. The findings derive from an open trial with moderate to…
Descriptors: Therapy, Behavior Modification, Computer Software, Depression (Psychology)
Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
Slof, Bert; Erkens, Gijsbert; Kirschner, Paul A.; Helms-Lorenz, Michelle – Computers & Education, 2013
This study examined whether inspecting and constructing different part-task-specific visualizations differentially affects learning. To this end, a complex business-economics problem was structured into three phase-related part-tasks: (1) determining core concepts, (2) proposing multiple solutions, and (3) coming to a single solution. Each phase…
Descriptors: Group Activities, Cooperative Learning, Teamwork, Achievement Gains
Ndlovu, Mdutshekelwa; Wessels, Dirk; de Villiers, Michael – African Journal of Research in Mathematics, Science and Technology Education, 2013
The subject of teacher competencies has been a key issue in mathematics education reform as the quality of an education system is fundamentally defined by the quality of its teachers. The study reported in this article attempted to identify and analyse displayed preservice teacher competencies and challenges encountered in early experiences with a…
Descriptors: Educational Technology, Technology Uses in Education, Preservice Teachers, Student Attitudes
Brewer, Robert Stephen – ProQuest LLC, 2013
We designed the Kukui Cup challenge to foster energy conservation and increase energy literacy. Based on a review of the literature, the challenge combined a variety of elements into an overall game experience, including: real-time energy feedback, goals, commitments, competition, and prizes. We designed a software system called Makahiki to…
Descriptors: Energy Conservation, Feedback (Response), Goal Orientation, Competition
Dunst, Carl J.; Trivette, Carol M.; Hamby, Deborah W.; Prior, Jeremy; Derryberry, Graham – Orelena Hawks Puckett Institute, 2013
Findings from two studies investigating the effects of a socially interactive robot on the vocalization production of young children with disabilities are reported. The two studies included seven children with autism, two children with Down syndrome, and two children with attention deficit disorders. The Language ENvironment Analysis (LENA)…
Descriptors: Disabilities, Robotics, Interaction, Intervention
Gibson, David; Jakl, Peter – International Association for Development of the Information Society, 2013
Among the unique affordances of digital simulations are changes in the possibilities for targets as well as the methods of assessment, most significantly, toward integration of thinking with action, embedding of tasks-as-performance of knowledge-in-action, and unobtrusive observational methods. This paper raises and briefly defines key data…
Descriptors: Computer Simulation, Databases, Computer Games, Learning Processes
Kuzic, Joze – International Association for Development of the Information Society, 2013
On-line training is becoming an interesting phenomenon in Australia and has attracted a lot of interest across many industries and businesses (Chan and Ngai, 2007). The research reported here looks at the use of online training in corporations in Australia. It focuses on two aspects of online training, the factors that "warrant" its…
Descriptors: Online Courses, Corporations, Educational Benefits, Financial Support
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
Ramineni, Chaitanya – Assessing Writing, 2013
In this paper, I describe the design and evaluation of automated essay scoring (AES) models for an institution's writing placement program. Information was gathered on admitted student writing performance at a science and technology research university in the northeastern United States. Under timed conditions, first-year students (N = 879) were…
Descriptors: Validity, Comparative Analysis, Internet, Student Placement
Gomez, Jorge E.; Huete, Juan F.; Hernandez, Velssy L. – IEEE Transactions on Learning Technologies, 2016
The dynamics of the world today demands a change in traditional education paradigms to enable the creation of more efficient learning environments, where students will learn more effectively and will play a more active role in their education. They should interact with the knowledge at anytime-anywhere. In order to tackle this problem we should…
Descriptors: Active Learning, Telecommunications, Handheld Devices, Intelligent Tutoring Systems
Sumande, Caroline T.; Castolo, Carmencita L.; Comendador, Benilda Eleanor V. – Turkish Online Journal of Distance Education, 2016
The study addressed two questions: what is the ICT level of confidence of the course specialists handling Open University classes, and to what extent do course specialists integrated ICT applications such as word processing, electronic spread sheet, presentation software, YouTube and etc. in their OUS classes? The instruments were administered to…
Descriptors: Foreign Countries, Information Technology, Self Esteem, Specialists

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