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Abas Oya; I Gusti Putu Suharta; I Wayan Lasmawan; Desak Putu Parmiti; I Nyoman Jampel; I Made Candiasa – Journal of Science Learning, 2024
This bibliometric analysis investigates the impact of Project-Based Assessments (PBAs) on conceptual understanding in STEM education from 2019 to 2024. By examining a dataset of 996 publications, the study highlights significant fluctuations in research outputs and the evolving focus on educational methodologies, particularly noting an…
Descriptors: Active Learning, Student Projects, Evaluation, Concept Formation
Estrada-Molina, Odiel; Fuentes-Cancell, Dieter-Reynaldo – Comunicar: Media Education Research Journal, 2022
Massive and open online courses (MOOCs) satisfy learning needs from the particularities of their typologies (xMOOC, tMOOC, cMOOC, iMOOC, among others) even though their high dropout rate is still latent. Recent studies reaffirm engagement as an alternative to reduce dropout rates. The literature analyzed has not yet been able to systematize…
Descriptors: Learner Engagement, Online Courses, Literature Reviews, Persistence
Saleem, Awaz Naaman; Noori, Narmin Mohammed; Ozdamli, Fezile – Technology, Knowledge and Learning, 2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in…
Descriptors: Game Based Learning, Electronic Learning, Technology Uses in Education, Learner Engagement
Breien, Fredrik S.; Wasson, Barbara – British Journal of Educational Technology, 2021
Previous research shows that digital game-based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to…
Descriptors: Game Based Learning, Learner Engagement, Student Motivation, Literature Reviews
Dana, Heather; Morrissette, Scott; Nelson, Sheree – Journal of Education and Learning, 2023
Student evaluations of teachers (SETs) are collected by colleges and universities across the country. Having only been introduced in the early part of the twentieth century, these evaluations are a fairly new tool for higher education administrators to receive feedback and assess the effectiveness of curriculum and instructors. Although…
Descriptors: College Students, Student Evaluation of Teacher Performance, Feedback (Response), Teacher Effectiveness
Hanzawa, Keiko; Suzuki, Yuichi – Modern Language Journal, 2023
While task repetition is effective for improving oral fluency, some teachers are reluctant to use it in their classrooms due to the alleged negative perceptions of learners toward repetitive practice. To address this concern, the participants in the current study completed a posttask questionnaire probing their perceptions toward task repetition…
Descriptors: Task Analysis, Repetition, Metacognition, Learning Processes
Lester, Danielle; Skulmoski, Gregory J.; Fisher, Darren P.; Mehrotra, Vishal; Lim, Iris; Lang, Alexander; Keogh, Justin W. L. – British Journal of Educational Technology, 2023
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to…
Descriptors: College Faculty, Gamification, Game Based Learning, Teacher Attitudes
Hojjat Dehghanzadeh; Mohammadreza Farrokhnia; Hossein Dehghanzadeh; Kiumars Taghipour; Omid Noroozi – British Journal of Educational Technology, 2024
Using gamification to support learning in K-12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K-12 students. The purpose of this review was to synthesize research findings on the…
Descriptors: Gamification, Educational Games, Elementary Secondary Education, Learning Experience
Laila Mohebi – Discover Education, 2024
With the rapid emergence of artificial intelligence (AI) tools in the academic realm, understanding their implications, advantages, and challenges becomes crucial. ChatGPT, a leading AI conversational model, has gained significant traction in educational settings, warranting a comprehensive investigation into its academic impact. This systematic…
Descriptors: Artificial Intelligence, Journal Articles, Technology Uses in Education, Student Empowerment
Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
Pritpal Singh Bhullar; Mahesh Joshi; Ritesh Chugh – Education and Information Technologies, 2024
ChatGPT has emerged as a significant subject of research and exploration, casting a critical spotlight on teaching and learning practices in the higher education domain. This study examines the most influential articles, leading journals, and productive countries concerning citations and publications related to ChatGPT in higher education, while…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Higher Education
Bretton A. Varga; Erin C. Adams – Theory and Research in Social Education, 2024
Social studies education (SSE) commonly uses copying pedagogies (e.g., simulations) to help students develop a deeper understanding of self, others, curriculum, and society. This article argues that simulations are eminently mimetic (i.e., a theoretical orientation concerned with understanding the entangled relationships between originals and…
Descriptors: Social Studies, Imitation, Modeling (Psychology), Professional Development
Jingyuan Chen; Zongjian Fu; Hongfeng Liu; Jinku Wang – International Journal of Web-Based Learning and Teaching Technologies, 2024
With its immersive, interactive, and creative capabilities, virtual reality (VR) has been widely used in educational settings to provide students with challenging real-world experiences. As a result, interest in its effectiveness has grown. The goal of this meta-analysis is to examine how VR technology affects students' motivation to study. A…
Descriptors: Computer Simulation, Educational Technology, Learner Engagement, Instructional Effectiveness
Tao, Yang; Meng, Yu; Gao, Zhenya; Yang, Xiangdong – Educational Psychology, 2022
Guided by the self-system process model, the aim of this study was to unravel the relationship between students' perceived teacher support and academic achievement as well as to address the role of student engagement, using a meta-analytic approach. Based on 71 empirical articles, we found that there was a small to medium correlation between…
Descriptors: Teacher Student Relationship, Academic Achievement, Learner Engagement, Age Differences
López, María José; Santelices, Maria Veronica; Taveras, Carmen Maura – Cogent Education, 2023
Scholarly work conducted before 2010 consistently reported a gap between first-generation and continuing-generation students in college success, as measured by grades, persistence, and graduation rates. Through a systematic literature review, this study aimed to examine the most recent findings, from 2010 until 2020, regarding the academic…
Descriptors: Academic Achievement, Student Adjustment, First Generation College Students, Literature Reviews