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Sam Ninan – ProQuest LLC, 2021
The purpose of this study was to understand the impact of social media on the spiritual formation of Generation Z freshmen college students. Social media app usage has become prevalent within society, and Gen Z members are the first to grow up their entire lives with Internet access. Christian universities must understand the impact of social…
Descriptors: Social Media, College Freshmen, Influence of Technology, Spiritual Development
Qianru Li; Kan Kan Chan – Education and Information Technologies, 2024
Mobile-assisted Language Learning (MALL) has been widely adopted in teaching and learning, yet there has been scant research concerning speaking test adaptation. An emerging type of mobile application is designed to facilitate test takers' performance in a high-stakes speaking test (e.g., the International English Language Testing System (IELTS)).…
Descriptors: Student Attitudes, Test Wiseness, Computer Assisted Testing, Handheld Devices
Katherine A. Hails; Anna Cecilia McWhirter; Audrey C. B. Sileci; Elizabeth A. Stormshak – Grantee Submission, 2024
There is scant empirical work on associations between current and past cannabis use in parents of young children. As recreational cannabis use is now legal in nearly half of states in the U.S., cannabis use is becoming more ubiquitous. In the current study, parents of toddler and pre-school age children were randomly assigned to participate in an…
Descriptors: Marijuana, Adolescents, Drug Abuse, Child Rearing
José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
Odicar Joice Chavez; Thelma Palaoag – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study investigates user preferences for motivational features aligned with self-determination theory (SDT), emphasizing autonomy, relatedness, and competency. The study seeks to identify the most appealing and effective motivational features in AI-driven mobile apps for fostering autonomy, promoting relatedness, and enhancing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Telecommunications
Ian Thacker; Hannah French; Shon Feder – International Journal of Science Education, 2025
Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may…
Descriptors: Climate, Computation, College Students, Hispanic American Students
Adebowale Jeremy Adetayo; Elizabeth Bukunola Lateef; Rhoda Temitope Oyebola; Folashade Munirat Lawal – New Review of Academic Librarianship, 2025
This study aimed to investigate the challenges faced by working students in patronizing library services in Nigeria and to propose tailored solutions to enhance their patronage. A descriptive survey research design was used to collect data from 110 working undergraduate students, which was then analyzed using descriptive statistics. The findings…
Descriptors: Foreign Countries, Library Services, Use Studies, Barriers
Yi-Ju Wu; Dorothy M. Chun – Educational Technology & Society, 2025
Although the number of studies investigating the use of immersive VR (iVR) for language learning is rapidly rising, only a few studies have examined how teachers learn to incorporate iVR into their lesson planning and how they can take advantage of the unique affordances of the medium to aid language learning. This article reports on how 50…
Descriptors: Computer Simulation, Instructional Design, Preservice Teachers, Technology Uses in Education
Game-Based Learning Apps in Engineering Education: Requirements, Design and Reception among Students
Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
Perret, Sarah; Alon, Noy; Torous, John – Adult Literacy Education, 2023
Limited literacy has a large impact on the U.S. population; about half of adults lack sufficient literacy proficiency. However, not all populations are impacted equally, as there is a significant comorbidity between low literacy and mental illness. The authors have found that smartphones can offer mental health patients with low literacy numerous…
Descriptors: Digital Literacy, Adults, Mental Health, Mental Disorders
Polat, Hamza; Delialioglu, Ömer – International Journal of Technology in Education, 2023
The literature has emphasized the positive impact of mobile technologies with augmentative and alternative communication (AAC) apps for enhancing the functional communication skills of individuals with autism spectrum disorders (ASD). Although various AAC apps are available, the system design of such apps presents assorted challenges, particularly…
Descriptors: Augmentative and Alternative Communication, Autism Spectrum Disorders, Telecommunications, Handheld Devices
Bodén, Ulrika; Stenliden, Linnéa; Nissen, Jörgen – Journal of Visual Literacy, 2023
This study aims to demonstrate how interactions between a Visual Analytics (VA) application and students shape an interactive and multimodal reading practice. VA is a technology offering support with analysing vast amounts of data through visualisations. Such information-rich interactive interfaces provide possibilities for students to gain…
Descriptors: Visual Literacy, Visual Learning, Secondary Schools, Reading Ability
Tlatso Nkhobo; Chaka Chaka – International Journal of Education and Development using Information and Communication Technology, 2023
This article reports on a comparative analysis of two sets of essays, student-discursive essays (SDEs) and ChatGPT-generated discursive essays (ChatGPT-GDEs) on the same essay topic using Coh-Metrix. It focused on three Coh-Metrix indices, lexical density, syntactic complexity, and referential cohesion as the basis for the comparative analysis.…
Descriptors: Foreign Countries, College Students, Persuasive Discourse, Writing (Composition)
Zuzana Suchánová – International Society for Technology, Education, and Science, 2023
The expanding domain of Artificial Intelligence (AI) offers a diverse array of educational applications and tools. However, the scholarly exploration of AI's suitability for enhancing English as a Foreign Language (EFL) instruction at the university level remains notably limited. This research gap impedes educators from fully harnessing AI's…
Descriptors: Artificial Intelligence, Preservice Teachers, English (Second Language), Second Language Instruction
Yu, Hyeonho; van der Mars, Hans; Hastie, Peter A.; Kulinna, Pamela H. – Journal of Teaching in Physical Education, 2022
Purpose: Mobile applications (apps) may help students develop their motor skills by using instant, augmented feedback. This study incorporated an app technology that may support students' skill and game play development during a badminton unit. Methods: Two eighth-grade classes participated in the study (the teacher only used the app in Class A;…
Descriptors: Middle School Students, Psychomotor Skills, Skill Development, Feedback (Response)