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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
Schenke, Katerina; Redman, Elizabeth J. K. H.; Chung, Gregory K. W. K.; Chang, Sandy M.; Feng, Tianying; Parks, Charles B.; Roberts, Jeremy – Grantee Submission, 2020
Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable…
Descriptors: Program Evaluation, Instructional Effectiveness, Teaching Methods, Handheld Devices
Liu, Xing – Research-publishing.net, 2020
Despite a large body of literature on the Technology Acceptance Model (TAM), studies on young children's usage of media technology in China are still scant. This paper characterises the variations in Chinese parental acceptance and intent to continue related to their children's use of web-based English as a Foreign Language (EFL) technologies. A…
Descriptors: Foreign Countries, Parent Attitudes, Educational Technology, Second Language Instruction
Natale, Caio Cotta; Mello, Paula Seixas; Trivelato, Silvia Luzia Frateschi; Marzin-Janvier, Patricia; Manzoni-de-Almeida, Daniel – Higher Learning Research Communications, 2021
Objectives: To describe the implementation of a hybrid and an online active-learning-based science activity originally designed for face-to-face instruction. The goal was to verify if students used appropriate science practices while engaged in a problem solution through hybrid and fully online modalities. Epistemic practices are important markers…
Descriptors: Scientific Literacy, Science Education, Online Courses, Blended Learning
Le, Van Huynh Ha; Nguyen, Huy Ngoc – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Foreign language anxiety (FLA) has a debilitating influence on the oral performance of EFL speakers. Over the past decade, most research in MALL has emphasized the use of mobile applications on improving language skills, but little research has explored the impact of using video recording tool to decrease foreign language speaking anxiety (FLSA).…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, English (Second Language)
Rosario, Martin G. – Journal of Learning and Teaching in Digital Age, 2021
As a result of the current COVID-19 pandemic, converting traditional face-to-face instructional methods into online courses have been a challenge. Online teaching offers limited options and means for explaining human anatomy, inflicting significant hardships in perceiving the depth and organization of anatomy among graduate students. This article…
Descriptors: Anatomy, COVID-19, Pandemics, Teaching Methods
Dennis, Lindsay R.; Whalon, Kelly J. – Remedial and Special Education, 2021
A repeated acquisition (RA) design was used to compare the effectiveness of research-based instruction embedded in repeated storybook reading facilitated by an adult or tablet application (app) on the vocabulary knowledge of six preschool children. All participants selected scored below the 40th percentile on the "Preschool Language…
Descriptors: At Risk Students, Preschool Education, Preschool Children, Program Effectiveness
Schutera, Stefanie; Schnierle, Marc; Wu, Mathilde; Pertzel, Tim; Seybold, Jonathan; Bauer, Patricia; Teutscher, Dennis; Raedle, Matthias; Heß-Mohr, Natascha; Röck, Sascha; Krause, Mathias J. – Education Sciences, 2021
Learning content in mathematics, such as vector geometry, is still predominantly taught in an abstract manner, as the visualization and interaction of three-dimensional problems are limited with classical forms of teaching such as blackboard lessons or exercise sheets. This research article proposes the use of augmented reality (AR) in mathematics…
Descriptors: Mathematics Instruction, Computer Simulation, Geometry, Visual Aids
Pendrill, Ann-Marie; Modig, Conny – Physics Education, 2018
An amusement park is full of examples that can be made into challenging problems for students, combining mathematical modelling with video analysis, as well as measurements in the rides. Traditional amusement ride related textbook problems include free-fall, circular motion, pendula and energy conservation in roller coasters, where the moving…
Descriptors: Science Instruction, Physics, Motion, Scientific Concepts
Keane, Kjrsten; McCrea, Daniel; Russell, Miriam – Open Praxis, 2018
While text-based feedback is normally used by college instructors to help students improve their written assignments, it is important to consider using voice comment tools for further personalization. New and easily-accessible technologies provide this option. Our study focused on surveying undergraduates who received voice comments on their…
Descriptors: Individualized Instruction, Feedback (Response), Computer Mediated Communication, Speech
Chang, Ching-Wen; Pearman, Cathy – International Journal of Technology in Teaching and Learning, 2018
Electronic communication is the standard method of communication among college students. However, which format of e-communication is most preferred seems to be somewhat of a moving target. Utilizing a researcher-developed survey, this study investigated the use of Remind, a popular form of instant messaging, for communication between the…
Descriptors: Computer Mediated Communication, Electronic Mail, College Freshmen, Computer Oriented Programs
Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
Huber, Brittany; Highfield, Kate; Kaufman, Jordy – British Journal of Educational Technology, 2018
Screen media occupy an increasing role in young children's play and learning environments. This paper advances the current discussion of the changing digital lives of children, with new insights of media use in the homes of Australian families (N = 406). Parents reported their child's technology ownership, engagement with traditional and new…
Descriptors: Young Children, Foreign Countries, Technology, Ownership
Tu, Shuo; Yan, Xiaohua; Jie, Kemin; Ying, Muying; Huang, Chunhong – Biochemistry and Molecular Biology Education, 2018
The rapid development and popularization of smart phones and mobile internet has created a new social lifestyle, and correspondingly prompts the transformation of network teaching from desktop computer to mobile teaching. This article has compared the pros and cons of Tsinghua Education Online and WeChat official account (WOA) in fulfilling…
Descriptors: Computer Oriented Programs, Handheld Devices, Social Media, Science Instruction
Luna-Nevarez, Cuauhtemoc; McGovern, Enda – Journal of Educational Technology Systems, 2018
As the use of technology evolves in education, an extensive range of new smart devices and digital applications is becoming available to academics. Digital magazines are an example of such technologies, which can help educators to improve the learning experience of their students inside and outside of the classroom. Digital magazines are widely…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Publishing, Telecommunications