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Kaltman, Eric – ProQuest LLC, 2017
Computer games are now a significant cultural phenomenon, and a significant artistic output of humanity. However, little effort and attention have been paid to how the medium of games and interactive software developed, and even less to the historical storage of software development documentation. This thesis borrows methodologies and practices…
Descriptors: Computer Games, Computer Software, Interaction, Cultural Influences
Miko, Jeffrey Allen – ProQuest LLC, 2017
Inadequate software development collaboration processes can allow technical debt to accumulate increasing future maintenance costs and the chance of system failures. The purpose of this qualitative case study was to explore collaboration strategies software development leaders use to reduce the amount of technical debt created by software…
Descriptors: Qualitative Research, Case Studies, Computer Software, Cooperation
Huang, Wen; Roscoe, Rod D.; Craig, Scotty D.; Johnson-Glenberg, Mina C. – Journal of Educational Computing Research, 2022
Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with…
Descriptors: Affective Behavior, Learning Theories, Computer Simulation, Teaching Methods
Tan, Chekfoung; Casanova, Diogo; Huet, Isabel; Alhammad, Muna – International Journal of Mobile and Blended Learning, 2022
Due to the COVID-19 pandemic, most universities needed to move to online teaching and learning, in some cases with very limited knowledge or experience in running online programmes. Engaging students online has become an imminent challenge that universities and academics are still trying to address. This paper reports on the findings from the…
Descriptors: Blended Learning, Cooperative Learning, COVID-19, Pandemics
Le Roux, Elizabeth W.; Eccles, Renata; Abdoola, Shabnam; Graham, Marien; van der Linde, Jeannie – South African Journal of Childhood Education, 2022
Background: The use of mobile health (mHealth) technology is rapidly expanding in healthcare worldwide. mHealth tools may provide parents with access to resources essential for promoting language development. Aim: The current study aimed to determine how an mHealth parental resource influenced 42 preschool children's (4.0-5.11 months old) language…
Descriptors: Telecommunications, Handheld Devices, Low Income Groups, Early Childhood Education
Janicki, Thomas; Cummings, Jeffrey – Information Systems Education Journal, 2022
As the skills and competencies needed by Information Systems (IS) undergraduates continues to grow, various IS professional societies have developed recommendations which are updated on a periodic basis. These recommendations known as 'model curricula' are a guide for faculty and institutions to consider when developing or evaluating the…
Descriptors: Information Science Education, Information Systems, Computer Software, Undergraduate Students
Srour, F. Jordan; Karkoulian, Silva – International Journal of Social Research Methodology, 2022
The literature provides multiple measures of diversity along a single demographic dimension, but when it comes to studying the interaction of multiple diversity types (e.g. age, gender, and race), the field of useable measures diminishes. We present the use of decision trees as a machine learning technique to automatically identify the…
Descriptors: Diversity, Decision Making, Artificial Intelligence, Correlation
García-Gómez, Antonio – Computer Assisted Language Learning, 2022
By using small focus group discussions, the present study aims to gain insight into students' perceptions about the impact of WhatsApp use in their learning process. More specifically, this study presents a cross-cultural analysis of British and Spanish university students' personal beliefs about the effectiveness of using WhatsApp to complete…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Pragmatics
Karakaya Cirit, Didem – International Journal of Contemporary Educational Research, 2022
This paper analyzed Scratch projects developed by undergraduate students. The sample consisted of 22 child development students (18 women and four men) in the 2018-2019 academic year. The study adopted an action research design within the scope of a course titled "Teaching Science and Mathematics in Preschool Education." The research was…
Descriptors: Coding, Preschool Education, Computer Science Education, Computer Software
Fletcher, Andrew; Kickbusch, Steven; Huijser, Henk – Journal of Geography in Higher Education, 2022
In this paper, we examine the potential of authentic learning activities and assessment to enhance the student learning experience in a standalone introductory geospatial information science module. Computer laboratory sessions form seventy-five percent of contact hours and final grade, so authentic learning used a field-based project with…
Descriptors: Authentic Learning, Case Studies, Telecommunications, Handheld Devices
Aljameel, Iman H. – International Education Studies, 2022
This study reviewed some of the research efforts exploring the use of technology in English as a foreign language (EFL) classroom in Saudi Arabia at different educational levels. The review aimed to examine the state of technology use in EFL classrooms and its potential. The findings showed that most studies were conducted by academic researchers…
Descriptors: Foreign Countries, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Eghterafi, Wadi; Tucker, Mary C.; Zhang, Icy; Son, Ji Yun – Online Learning, 2022
In this study, we examined the effect of video-based feedback designed to highlight a peer engaging in effective thinking processes on self-efficacy beliefs and learning outcomes (performance on a delayed quiz). Students in an introductory statistics course participated in an online learning activity where they received feedback in one of three…
Descriptors: Feedback (Response), Mastery Learning, Self Efficacy, Teaching Methods
Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
Suraprajit, Prathomwat – English Language Teaching, 2022
Conditional sentences are difficult for EFL students to understand because of their complexity in both form and function. By analyzing the performances and opinions among EFL learners, the pedagogical contribution may be beneficial for both EFL students and teachers. The use, errors, and perceptions of Thai EFL students regarding conditional…
Descriptors: Language Usage, Error Patterns, Self Concept, English (Second Language)
Iftanti, Erna – Dinamika Ilmu, 2022
Learning language skills such as speaking, which is emphasized by practicing a lot, should also adjust to the online learning platform. This paper is then intended to portray how EFL learners perceive online learning to learn and improve their speaking skills. The study was done by administering an online questionnaire survey to forty-six students…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Online Courses