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Junghwan Kim; Miranda A. Livingston; Bora Jin; Miriam Watts; Jihee Hwang – Adult Learning, 2024
This review study aims to understand the concept of adults' digital health literacy (DHL), a recently emerging significant concept but still confused. For this, we seek to find the core competencies of digital health literacy by comparing those of existing relevant literacy concepts (i.e., health literacy and digital literacy). We identified seven…
Descriptors: Adults, Health Behavior, Digital Literacy, Competence
Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
Tianyuan Yang; Baofeng Ren; Chenghao Gu; Boxuan Ma; Shin 'ichi Konomi – International Association for Development of the Information Society, 2024
As education increasingly shifts towards a technology-driven model, artificial intelligence systems like ChatGPT are gaining recognition for their potential to enhance educational support. In university education and MOOC environments, students often select courses that align with their specific needs. During this process, access to information…
Descriptors: Concept Formation, Artificial Intelligence, Computer Uses in Education, MOOCs
Anna Cho – ProQuest LLC, 2024
The purpose of this research was to explore the perceptions of student affairs administrators, working in both public and private higher education institutions, regarding how they learned to use technology and gain insight into how their work would evolve in the future. While the COVID-19 pandemic affected everyone in the higher education…
Descriptors: Student Personnel Workers, Attitudes, Learning Processes, Educational Technology
Valri Leonie Morgan – ProQuest LLC, 2024
There have been many innovations targeting literacy teaching and learning in small countries such as Jamaica, but changes to literacy teaching practices are rarely sustained beyond the life of the initial projects. The purpose of this study was to understand teachers' rationale for changes to literacy teaching practices that were and were not…
Descriptors: Foreign Countries, Literacy Education, Teaching Methods, Tablet Computers
Parwoto Parwoto; Sitti N. Ilyas; Muhammad Y. Bachtiar; Kartini Marzuki – South African Journal of Childhood Education, 2024
Background: Early childhood education (ECE) is crucial in cultivating creativity, especially in today's tech-savvy world. This study explores the impact of collaborative project-based learning (PjBL) with computer and play motivation on kindergarten children's creativity. Aim: Our research aimed to determine if collaborative PjBL, combined with…
Descriptors: Creativity, Kindergarten, Student Projects, Active Learning
Brittney Heibel; Ryan Anderson; Marshall Swafford; Bradley Borges – Journal of Agricultural Education, 2024
Incorporating virtual reality (VR) technology into training environments has been effective as it allows training to remain safe, efficient, and meaningful. Welding training is no exception, with research highlighting benefits such as decreased welder anxiety, increased cost- and time-efficiency, reduction in material usage, and advanced levels of…
Descriptors: Computer Simulation, Computer Uses in Education, Computer Assisted Instruction, Welding
Ran Liu; Wei Pang; Junming Chen; Vishalache A. P. Balakrishnan; Hai Leng Chin – Education and Information Technologies, 2025
In the context of globalization, adapting to modern educational needs and adopting innovative teaching methods have become increasingly crucial, particularly in the field of children's aesthetic education. This study explores the integration of scaffolding instruction and AI-driven diffusion models in children's aesthetic education, with a special…
Descriptors: Scaffolding (Teaching Technique), Artificial Intelligence, Aesthetic Education, Asian Culture
Mücahit Öztürk; Erkan Yüce; Pinar Mihci Türker – Technology, Knowledge and Learning, 2025
This study investigated the impact of online peer and teacher feedback on students' self-regulated learning and analysed students' perceptions of online peer feedback on self-regulated learning development. The study employed a mixed method by collecting quantitative and qualitative data together. The study comprised 45 pre-service English as a…
Descriptors: Computer Mediated Communication, Peer Evaluation, Feedback (Response), Independent Study
Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
Adam M. McCready; Katherine C. Rohn – Journal of School Health, 2025
Background: Parents and educators are concerned about adolescents' social media use and how it affects their mental health. It is unclear how these adults perceive how social media use affects adolescent mental health or view the role of schools in addressing these effects. We explored how adults define social media, perceive the effects of social…
Descriptors: Parent Attitudes, Teacher Attitudes, Administrator Attitudes, Health Personnel
Serine Torosian; Vanad Mousakhani; Samantha Wehsener; Vineeta Ramnauth; Gabrielle Walcott-Bedeau – Discover Education, 2025
Background: The use of virtual reality (VR) training in high-stakes fields, including medicine, aviation, and the military, prepares individuals for complex scenarios in a safe and controlled setting. VR aligns with dual-code theory, enhancing learning through visual and kinesthetic engagement. This review investigates the application and…
Descriptors: Computer Simulation, Computer Uses in Education, Medical Education, Premedical Students
Basil Hanafi; Mohammad Ali; Devyaani Singh – Discover Education, 2025
Quantum computing is the beginning of a new age for diverse industries, and educational technologies will significantly benefit from such quantum developments. This is a novel approach, applying quantum algorithms to enhance educational technologies, with no previous studies addressing the integration of quantum computing for personalized…
Descriptors: Educational Technology, Computer Security, Ethics, Algorithms
Nawal H. Shirawia; Rami A. Tashtoush; Hala S. Alruhaili; Aya Akkawi; Dana M. Tashtoush; Lubna A. Hussein; Mohammad A. Tashtoush – Educational Process: International Journal, 2025
Objectives: This study aimed to determine the cognitive awareness of digital drugs as a phenomenon among Sultan Qaboos University undergraduate students. It also aimed to identify differences based on certain variables such as gender, college affiliation, ownership of social media accounts, and average Internet usage among students. Method: This…
Descriptors: Foreign Countries, Undergraduate Students, Knowledge Level, Gender Differences
Jennifer Jihae Park; Patricia Milner – TechTrends: Linking Research and Practice to Improve Learning, 2025
Despite continuous discussions on Generative Artificial Intelligence (Gen AI) ethics in academia, limited studies examine the perceptions of students or the application of ChatGPT with non-traditional students. We report an exploratory single case of a two-week orientation offered to non-traditional students entering online bachelor's degree…
Descriptors: Artificial Intelligence, Undergraduate Students, Nontraditional Students, Virtual Universities