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Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Supporting Student Knowledge Using Formative Assessment and Universal Design for Learning Expression
Finnegan, Lisa A.; Miller, Katie M.; Randolph, Kathleen M.; Bielskus-Barone, Kristina D. – Journal of Special Education Apprenticeship, 2011
This article demonstrates an approach for teachers to use outcomes from activities using the universal design for learning expression principle to evaluate student knowledge in content areas. Based on the student's level of explanation using a variety of expression methods, teachers can determine whether students need additional support for…
Descriptors: Formative Evaluation, Access to Education, Educational Principles, Teaching Methods
Parette, Howard P., Jr.; Hourcade, Jack; Blum, Craig – TEACHING Exceptional Children, 2011
Over the past decade, a wide array of instructional technology applications have found their way into early intervention settings. Of particular importance to young learners who evidence developmental delays or are at risk for school failure are those technologies with the potential to more effectively teach basic emergent literacy skills: (1)…
Descriptors: Animation, Early Intervention, Phonemic Awareness, Young Children
Cocea, M.; Weibelzahl, S. – IEEE Transactions on Learning Technologies, 2011
Learning environments aim to deliver efficacious instruction, but rarely take into consideration the motivational factors involved in the learning process. However, motivational aspects like engagement play an important role in effective learning-engaged learners gain more. E-Learning systems could be improved by tracking students' disengagement…
Descriptors: Prediction, Electronic Learning, Online Courses, Delivery Systems
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
Larkin, Kevin – Journal of Research on Technology in Education, 2012
The current orthodoxy regarding computer use in schools appears to be that one-to-one (1:1) computing, wherein each child owns or has sole access to a computing device, is the most efficacious way to achieve a range of desirable educational outcomes, including individualised learning, collaborative environments, or constructivist pedagogies. This…
Descriptors: Foreign Countries, Cost Effectiveness, Cooperative Learning, Classroom Environment
Morgan, Robin K. – InSight: A Journal of Scholarly Teaching, 2008
Clickers, electronic response systems, are widely popular in college classrooms and proponents have argued clickers can increase student engagement, active learning, and, perhaps most importantly, student comprehension. Determining whether the effectiveness of clickers justified their purchase seemed warranted. A campus-wide project was developed…
Descriptors: College Instruction, Introductory Courses, Active Learning, Teaching Methods
Prensky, Marc – British Journal of Educational Technology, 2008
In the companion article, "Spirit of the Game: Empowering Students as Designers in Schools?", author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question "Can students build such games?" This paper responds to this question and…
Descriptors: Educational Games, Computers, Student Role, Curriculum Development
Elliott, Katrina; Paige, Kathy – Teaching Science, 2010
Many students arrive at high school with enthusiasm for learning Science but by Year 9 some students have become disengaged with Science as a subject. In an attempt to find out the reasons for this, thirty-five Year 9 students from five South Australian secondary schools participated in focus group discussions. This research unearthed a number of…
Descriptors: Focus Groups, Parent Participation, Science Instruction, Grade 9
McDaniel, Larry; Jackson, Allen; Gaudet, Laura; Shim, Andrew – American Journal of Business Education, 2009
It may amaze those in education that in this age of technology and computers, how basic concepts of classroom teaching are similar or even more important than they were 40 years ago when Kounin first defined withitness elements. New challenges, related to laptop Internet instruction, require instructors to develop "withitness" skills and…
Descriptors: Laptop Computers, Educational Technology, Teaching Methods, Computer Uses in Education
Abbasi, Sarwar J.; Iqbal, Kahkashan – International Journal of Mathematical Education in Science and Technology, 2009
In this article, we evaluate the true proportion of mathematics educators and teachers at under/post graduate levels in Karachi, Pakistan in making math courses lively to students. We use a random sample of 75 students of engineering and commerce studying in three different universities namely University of Karachi, Usman Institute of Technology…
Descriptors: Correlation, Foreign Countries, Educational Technology, Mathematics Teachers
Lee, Youngju – Journal of Educational Multimedia and Hypermedia, 2009
In this study, an interpretive qualitative approach was employed to explore how pre-K children interact with educational software programs. This study addressed four aspects of children's computer use: mouse manipulation, interface interpretation, level of enthusiasm or disengagement, and human interaction between peers and between a child and…
Descriptors: Computer Uses in Education, Educational Technology, Learner Engagement, Observation
Gilfus, Stephen – Online Submission, 2010
The Gilfus Education Group predicts that over the next few years, educators will make great progress in combining existing technology capabilities with the practices and theories of learning communities to develop a vigorous community learning platform which enables a richer set of educational experiences and facilitates the positive effects…
Descriptors: Communities of Practice, Educational Technology, Internet, Inquiry
Liberatore, Matthew W. – Chemical Engineering Education, 2010
YouTube Fridays is a teaching tool that devotes the first five minutes of class each Friday to a YouTube video related to the course. Students select the videos, which expand the class's educational content in courses such as thermodynamics and material and energy balances. From assessments of two pilot studies using YouTube Fridays in Chemical…
Descriptors: Video Technology, Thermodynamics, Chemical Engineering, Educational Technology