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Hesti Fibriasari; Young Lady Br Tambunan – Eurasian Journal of Applied Linguistics, 2022
Students vary in intellect, competencies, and skill levels; likewise, their anxiety and enjoyment vary while learning a foreign language as a part of their study. It also depends on the perceived importance of learning a foreign language. Grounded in the sociocultural theory, the current study aims to determine the impact of strategy-based…
Descriptors: Metacognition, Second Language Instruction, Anxiety, French
Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
Olajide O. Agunloye – Sage Research Methods Cases, 2022
This case study highlights three processes in conducting a Scholarship of Teaching and Learning (SoTL) research on comparative curricular and professional experiential outcomes in an online curriculum development course. In the original study, I compared the results of expected learning outcomes, as defined in a curriculum course syllabus, with…
Descriptors: Ethics, Online Surveys, Comparative Analysis, Experiential Learning
Holly Fiock – International Journal of Designs for Learning, 2022
This design case focuses on the design, development, and management of an online student center. In order to bridge and build community among a population of master's students in an online program, an online student center was developed to become a one-stop-shop. This center houses vital program information and helps to foster relationships among…
Descriptors: Design, Graduate Students, Electronic Learning, Student Unions
Hallinger, Philip – British Educational Research Journal, 2020
Problem-based learning (PBL) emerged during the 1970s in response to demands for active learning methods capable of developing transferable knowledge and skills in the training of doctors. Over succeeding decades, PBL was gradually adopted in other fields of education. This systematic review aimed to identify key streams of theory and empirical…
Descriptors: Problem Based Learning, Active Learning, Educational Trends, Educational Research
Saint, John; Whitelock-Wainwright, Alexander; Gasevic, Dragan; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2020
The recent focus on learning analytics (LA) to analyze temporal dimensions of learning holds the promise of providing insights into latent constructs, such as learning strategy, self-regulated learning (SRL), and metacognition. These methods seek to provide an enriched view of learner behaviors beyond the scope of commonly used correlational or…
Descriptors: Undergraduate Students, Engineering Education, Learning Analytics, Learning Strategies
Sekerci, Reyhan; Yoruk, Tayfun – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study was to reveal the views of shareholders on utilization of educational technologies in informal education institutions. A total of 10 people including 5 officers and 5 course attendees who were selected via convenience sampling which is one of purposeful sampling methods, participated in this study using qualitative…
Descriptors: Stakeholders, Opinions, Technology Uses in Education, Educational Technology
Emerson, Andrew; Cloude, Elizabeth B.; Azevedo, Roger; Lester, James – British Journal of Educational Technology, 2020
A distinctive feature of game-based learning environments is their capacity to create learning experiences that are both effective and engaging. Recent advances in sensor-based technologies such as facial expression analysis and gaze tracking have introduced the opportunity to leverage multimodal data streams for learning analytics. Learning…
Descriptors: Learning Analytics, Game Based Learning, Play, Eye Movements
Gao, Yizhu; Zhai, Xiaoming; Andersson, Björn; Zeng, Pingfei; Xin, Tao – Research in Science Education, 2020
We applied latent class analysis and the rule space model to verify the cumulative characteristic of conceptual change by developing a learning progression for buoyancy. For this study, we first abstracted seven attributes of buoyancy and then developed a hypothesized learning progression for buoyancy. A 14-item buoyancy instrument was…
Descriptors: Learning Processes, Concept Formation, Middle School Students, Grade 8
Lee, Zheng-Wei; Yeong, Foong May – Biochemistry and Molecular Biology Education, 2020
The use of online platform to conduct teaching and learning activities has becoming a new norm for teachers and students during this COVID-19 outbreak. In this commentary, we share our experiences of using online conferencing platform to promote active and interactive learning among students. We also suggest approaches that teachers can use to…
Descriptors: Videoconferencing, Computer Mediated Communication, Reciprocal Teaching, COVID-19
Morris, Thomas Howard – Australian Journal of Adult Learning, 2020
Making appropriate perspective transformations as we age is necessary to meet the demands of the rapidly changing conditions within our world. Accordingly, there has been a growing interest in the role of mindfulness in enabling transformations. Still, how mindfulness may facilitate perspective transformations is not well understood. The present…
Descriptors: Transformative Learning, Metacognition, Perspective Taking, Attitude Change
Padhi, Lili Kumari; Mishra, Deepanjali – International Journal of Web-Based Learning and Teaching Technologies, 2020
This article describes how every learner is a unique creative individual responsible for paving his/her own way of learning in a preclusion of external restraints. Learners apply a bunch of idiosyncratic means to segue the information into knowledge. The various implications of such manipulated formulation by the learners implies strategic…
Descriptors: Learning Strategies, Cognitive Style, Self Determination, Perception
Matsuo, Makoto; Nagata, Masaki – International Journal of Training and Development, 2020
Although Kolb's experiential learning model has been widely used and remains among the most influential frameworks in the fields of human resource development, management education and higher education, it has been criticized for failing to propose a second-order learning process. The purpose of this study was to revise Kolb's model by addressing…
Descriptors: Models, Experiential Learning, Check Lists, Psychological Patterns
Sultana, Jakia – Education and Information Technologies, 2020
The aim of this study was to unveil the factors that affect the use of Mobile Cloud Learning (MCL) platform Blackboard. Considering the nature of MCL, the Unified Theory of Acceptance and Use of Technology (UTAUT) model was applied and modified with two additional variables, i.e. mobility and self-management learning to understand the use…
Descriptors: Electronic Learning, Integrated Learning Systems, Educational Technology, Performance
Rebelo, Teresa; Lourenço, Paulo Renato; Dimas, Isabel Dórdio – Learning Organization, 2020
Purpose: This paper is focused on team learning, the fourth discipline proposed by Senge (1990) in his seminal book "The Fifth Discipline: The Art and Practice of the Learning Organization." This paper aims to provide a reflection upon the journey that this construct has made since this book's publication, in terms of conceptualization,…
Descriptors: Cooperative Learning, Teamwork, Organizational Culture, Educational Research

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