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Arantes, Janine Aldous; Vicars, Mark – Qualitative Research Journal, 2023
Purpose: The purpose of this paper is to examine how automation in the ever-changing technological landscape is increasing integrated into, and has become a significant presence in, our personal lives. Design/methodology/approach: Through post qualitative inquiry, the authors provide a contemplation of automation and its effect on creativity, as a…
Descriptors: Automation, Creativity, Computer Mediated Communication, Interaction
Antonios Kafa – International Journal of Educational Management, 2025
Purpose: The rapid digitalization and emergence of AI tools are transforming school organizations. However, limited research exists on how school leaders integrate these technologies into their leadership practices. This study focuses on the experiences of school leaders in Cyprus, exploring the benefits and challenges of adopting digital and AI…
Descriptors: Artificial Intelligence, Computer Uses in Education, Elementary Schools, Secondary Schools
Alexandros Tsichouridis; Stelios Xinogalos; Apostolos Ampatzoglou – Journal of Educational Computing Research, 2024
Teaching and learning programming, and especially Object-Oriented Programming (OOP), is a complicated and challenging task. Students have to comprehend various OOP concepts and utilize them for designing object-oriented programs. Various types of educational programming environments, such as microworlds and educational games, have been devised for…
Descriptors: Programming, Computer Uses in Education, Educational Resources, Computer Science Education
Wen Cheng; Pham Ngoc Thien Nguyen; Nhan Duc Nguyen – Education and Information Technologies, 2024
This study aimed to explore the effects of active social network usage (ASNU) and passive social network usage (PSNU) on academic performance. Using a survey sample of 621 high school students in Taiwan, the results showed that PSNU did not associate with learning results, whereas ASNU may have its function on students' learning. Specifically,…
Descriptors: Social Networks, High School Students, Academic Achievement, Social Media
Ahmet Berk Ustun; Fatma Gizem Karaoglan-Yilmaz; Ramazan Yilmaz; Mehmet Ceylan; Orhan Uzun – Education and Information Technologies, 2024
The primary aim of the study is to develop an augmented reality (AR) acceptance scale within the framework of the unified theory of acceptance and use of technology (UTAUT) model to measure individuals' acceptance and use of AR technology. The study was performed with a total of 546 university students with three participant groups in the…
Descriptors: Test Construction, Computer Simulation, College Students, Test Reliability
Brooke N. Macnamara; Ibrahim Berber; M. Cenk Çavusoglu; Elizabeth A. Krupinski; Naren Nallapareddy; Noelle E. Nelson; Philip J. Smith; Amy L. Wilson-Delfosse; Soumya Ray – Cognitive Research: Principles and Implications, 2024
Artificial intelligence in the workplace is becoming increasingly common. These tools are sometimes used to aid users in performing their task, for example, when an artificial intelligence tool assists a radiologist in their search for abnormalities in radiographic images. The use of artificial intelligence brings a wealth of benefits, such as…
Descriptors: Artificial Intelligence, Computer Use, Program Effectiveness, Cognitive Ability
Sebahat Gok; Robert L. Goldstone – Cognitive Research: Principles and Implications, 2024
Interactive computer simulations are commonly used as pedagogical tools to support students' statistical reasoning. This paper examines whether and how these simulations enable their intended effects. We begin by contrasting two theoretical frameworks--"dual processes" and "grounded cognition"--in the context of people's…
Descriptors: Computer Simulation, Thinking Skills, Teaching Methods, Interaction
Jaeyoung Ha; Kawthar Alrayyan; M. M. Lekhon Alam – Discover Education, 2024
There is much interest in employing computer technology in design professions and education. However, few attempts have been made to apply immersive visualization technology to learn design details in landscape architecture. This study aims to illuminate how virtual reality (VR) technology helps students with design details in landscape…
Descriptors: Computer Simulation, Computer Uses in Education, Design, Horticulture
de Groot, Rogier; Kaal, Hendrien L.; Ph. Stol, Wouter – Journal of Intellectual & Developmental Disability, 2023
Background: This study reports the findings from a Dutch study, exploring care workers' challenges and approaches in guiding young people with intellectual disabilities in their online lives. Method: Using an inductive research design 33 semi-structured interviews were conducted with care workers. Results: Care workers report challenges that…
Descriptors: Foreign Countries, Youth, Intellectual Disability, Computer Use
Kunar, Melina A.; Watson, Derrick G. – Cognitive Research: Principles and Implications, 2023
Computer-Aided Detection (CAD) has been proposed to help operators search for cancers in mammograms. Previous studies have found that although accurate CAD leads to an improvement in cancer detection, inaccurate CAD leads to an increase in both missed cancers and false alarms. This is known as the over-reliance effect. We investigated whether…
Descriptors: Assistive Technology, Computer Use, Clinical Diagnosis, Screening Tests
Gregor Große-bölting; Dietrich Gerstenberger; Lara Gildehaus; Andreas Mühling; Carsten Schulte – ACM Transactions on Computing Education, 2023
The disciplinary identity as a computer science student has recently received increasing attention as a well-developed subject identity can help with increasing retention, interest, and motivation. Besides, identity theory can serve as an analytical lens for issues around diversity. However, identity is also often perceived as a vague, overused…
Descriptors: Computer Science, Computer Science Education, Students, Computer Uses in Education
Paige M. Russell; Jeffrey P. Potratz – Journal of Chemical Education, 2023
Three computer-based activities focusing on fundamentals of binding interactions are described that are powered by Desmos, freely available web-based software. The software allows the instructor to monitor the progress of each student completing the activity by privately viewing their answers in real time, to enforce class pacing by modulating…
Descriptors: Computer Software, Science Activities, Science Instruction, Computer Uses in Education
Christine M. Pribbenow; D'Andrew Harrington; Chinmay P. Rele; Katie M. Sandlin; Wilson Leung; David Lopatto; Laura K. Reed – Journal of Microbiology & Biology Education, 2025
The Genomics Education Partnership (GEP; thegep.org) is a collaboration of more than 260 faculty from over 200 colleges and universities across the continental United States and Puerto Rico, all of whom are engaged in bringing Course-based Undergraduate Research Experiences (CUREs) centered in genomics and bioinformatics to their students. The…
Descriptors: Undergraduate Students, Genetics, Student Research, Computer Uses in Education
Merve Cosgun-Demirdag; Adnan Tasgin – Journal of Theoretical Educational Science, 2025
In the information age, individuals' ability to access, use, and transfer information is fundamental for personal and professional success. Digital and research literacy are critical skills that strengthen teachers' professional competencies in contemporary educational processes. This study examines the correlation between teachers' proficiency in…
Descriptors: Foreign Countries, Teacher Competencies, Technological Literacy, Research Skills
Sharon R. Mittiga; Nerelie C. Freeman; Brett E. Furlonger; Perrin Chan; Erin S. Leif – Journal of Positive Behavior Interventions, 2025
This study evaluated the quality and behavior change techniques (BCTs) included in 11 freely available mobile classroom behavior management applications (mCBM apps). We found that mCBM apps included a limited number of BCTs, with an average of 9 of 21 possible BCTs. Consequence-based BCTs like rewards and feedback were common, while…
Descriptors: Behavior Modification, Student Behavior, Computer Uses in Education, Positive Behavior Supports