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Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education
Jayson W. Richardson; Brian C. Vedder; Amanda B. Roberts; Scott McLeod – Leadership and Policy in Schools, 2025
This study offers lessons for P-12 school leaders grappling with integrating artificial intelligence (AI) into learning, teaching, and schooling. The goal was to understand what leadership conversations were being had in the first year of the public's use of ChatGPT and what advice was given to school leaders. We collected all the articles from 12…
Descriptors: Preschool Education, Elementary Secondary Education, Artificial Intelligence, Administrator Attitudes
Leonidas Gavrilas; Konstantinos T. Kotsis – International Journal of Research & Method in Education, 2025
Educational robotics activities have proven instrumental in creating a dynamic learning environment that provides students with hands-on experiences, aligning with the interdisciplinary principles advocated by STEM education. The integration of educational robotics into the educational process significantly impacts students of various age groups,…
Descriptors: Test Construction, Test Validity, Surveys, Measures (Individuals)
Panpan Yang; Wenlan Zhang – Innovation in Language Learning and Teaching, 2025
Augmented reality (AR) is an immersive, interactive, and engaging advanced information technology and it is widely used in language learning. Although several studies have evaluated the effectiveness of AR in EFL learners' language gains, these research findings are inconsistent. Therefore, this study conducted a meta-analysis to analyze to what…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, English (Second Language)
Idit Adler; Scott Warren; Cathleen Norris; Elliot Soloway – Smart Learning Environments, 2025
Smart learning environments provide students with opportunities to engage in self-regulated learning (SRL). However, little research has examined how teachers leverage these opportunities. We employed a multiple-case study methodology to examine the SRL supporting instructional practices of five third-grade teachers as they implemented a science…
Descriptors: Elementary School Students, Elementary School Teachers, Grade 3, Independent Study
Jiahong Su – Education and Information Technologies, 2025
Although artificial intelligence (AI) is becoming more commonly integrated into our everyday lives, homes, and schools, there needs to be more research regarding parental attitudes toward using AI technologies and AI literacy education to understand better and advance AI and AI literacy in kindergarten. To address this gap, this study explored…
Descriptors: Foreign Countries, Kindergarten, Young Children, Parent Attitudes
Joohi Lee; Sham'ah Yunus; Joo Ok Lee – Early Childhood Education Journal, 2025
Robotics has emerged as a popular interdisciplinary pedagogical approach in the field of education to teach children STEM concepts. By providing playful learning experiences, the use of robots engages children in an active learning process, making it an effective tool to promote their targeted knowledge, skills, and disposition towards STEM,…
Descriptors: Preschool Children, Preschool Education, Programming, Skill Development
Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
Marta Casla; Ana Moreno-Núñez; Florencia Alam; Celia Rosemberg – Language and Education, 2025
When interacting with young children, adults often self-repeat their own utterances that vary in sequences of adjacent utterances called variation sets (VS) (Küntay and Slobin 1996). These repetitions benefit children's linguistic development because they emphasize form and meaning. This paper analyzes the use of VS during group interaction and…
Descriptors: Toddlers, Language Acquisition, Video Technology, Preschool Teachers
Luyao Liang; Alice Chik; Hui Li – Early Childhood Education Journal, 2025
English as a foreign language (EFL) education has become increasingly ubiquitous in Eastern Asian early childhood education (ECE) settings, but the studies on this phenomenon have not been thoroughly reviewed. This scoping review investigates the scope and findings of the current literature regarding this under-researched phenomenon. Through a…
Descriptors: English (Second Language), Early Childhood Education, Educational Policy, Educational Technology
Theodosios Sapounidis; Sophia Rapti; Julie Vaiopoulou – Journal of Science Education and Technology, 2025
Communication, collaboration, critical thinking, and creativity are regarded as core skills of the twenty-first century required to succeed in life and working frameworks. Meanwhile, new technologies have entered educational settings to facilitate children's development of competencies. During the last decade, several studies have been conducted…
Descriptors: Robotics, Creative Thinking, Critical Thinking, Kindergarten
Sari Lipponen; Kenneth Eklund; Marja-Leena Laakso; Merja Koivula; Kerttu Huttunen – Early Education and Development, 2025
Today, digital games are considered important tools for learning, but using them in early childhood education and care (ECEC) has raised the question of educators' roles when children play an educational digital game. The aim of this study was to explore how ECEC educators differed in their attitudes and perceptions toward and ways of supporting…
Descriptors: Early Childhood Teachers, Teacher Attitudes, Teacher Role, Game Based Learning
Amanda Waldron; Steve Rhine – Mathematics Teacher: Learning and Teaching PK-12, 2025
Digital curricula can constrain teachers with ready-made instructional materials. The authors used Mathematics Teaching Practices (MTPs) to modify a digital curriculum to engage students in more thoughtful and meaningful lessons. In this article, the authors visit one of their third-grade classrooms, in which they used the prescriptive digital…
Descriptors: Mathematics Instruction, Curriculum Implementation, Instructional Materials, Mathematics Curriculum
Stacy N. McGuire; Rebecca Folkerts; Charissa Richards; Hedda Meadan; Rayan Alqunaysi; Christy D. Yoon – Technology, Pedagogy and Education, 2025
Early childhood teachers receive some training related to overall classroom management but report receiving little training and support when working with children who engage in challenging behaviour. To alleviate the barriers to supporting students who engage in challenging behaviour, it may be helpful to implement a technology tool that provides…
Descriptors: Early Childhood Teachers, Behavior Modification, Student Behavior, Technology Uses in Education
Simin Cao; Jinghui Zhang; Chuanmei Dong; Hui Li – European Early Childhood Education Research Journal, 2025
Digital literacy development begins in early childhood and contributes to a widening digital divide. The present study examines the complex interplay between family socioeconomic status (SES), home digital resources (HDR), parental mediation (PM), and early digital literacy development in young children. A survey titled Home Digital Practice…
Descriptors: Digital Literacy, Early Childhood Education, Disadvantaged, Access to Internet
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