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A Quest to Nurture Creativity in Technology Classrooms: Are Physical Factors a Spanner in the Works?
Maokanyane Patricia Magolego; Isaaac Thokozani Mtshali; Ramaligela Sylvia Manto – Research in Social Sciences and Technology, 2024
Nurturing creativity in Technology classrooms will, potentially, prepare learners for adaptability to the sweeping transformations that the new industrial revolutions portend and equip them to maximise the opportunities inherent in these revolutions. This study examined the effects of physical factors on the development of creativity in Grade 9…
Descriptors: Creativity, Technology, Grade 9, Physical Environment
Qin Wang; Yanping Li – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR), augmented reality (AR) and mixed reality (MR) have sparked recently in improving the effectiveness of teacher education. However, there is a lack of review regarding the utilisation of these technologies in this field. These three technologies, namely VR, AR and MR, can be collectively referred to as extended…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Educational Improvement
Rhona Brown; Michele Schweisfurth – Comparative Education Review, 2024
"Context matters" has been an adage and a mantra in the field of comparative and international education since its earliest days. However, knowing which things matter, how and to whom, and also how they affect each other places challenging demands on comparative researchers. In this article, we outline different ways that comparativists…
Descriptors: International Education, Comparative Education, Foreign Countries, Teaching Methods
Rakgadi Grace Malapela; Gloria Thupayagale-Tshweneagae – Journal of Intellectual Disabilities, 2024
Society has always understood individuals with intellectual disabilities from a stance of deficiency, resulting in limited expectations and prospects for school-going adolescents with intellectual disabilities. The study used the social model of disability to explore teachers' perceptions of enablers to enhance school-based adolescents with…
Descriptors: Foreign Countries, Students with Disabilities, Intellectual Disability, Adolescents
Ye Zhufeng; Jirarat Sitthiworachart – Education and Information Technologies, 2024
Teaching the complex subject matter of "Exploring Space" necessitates concrete and engaging teaching methods, as it requires students to employ abstract thinking and imagination. An expert team designed and developed Augmented Reality (AR)-based activity schemes for children aged 3-6. A total of 166 preschool students from Ningbo, China,…
Descriptors: Foreign Countries, Preschool Children, Science Education, Computer Simulation
Paloma García-Robles; Irene Cortés-Pérez; Francisco Antonio Nieto-Escámez; Héctor García-López; Esteban Obrero-Gaitán; María Catalina Osuna-Pérez – Anatomical Sciences Education, 2024
The purpose of this review was to (1) analyze the effectiveness of immersive virtual reality (iVR) and augmented reality (AR) as teaching/learning resources (collectively called XR-technologies) for gaining anatomy knowledge compared to traditional approaches and (2) gauge students' perceptions of the usefulness of these technologies as learning…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Anatomy
António Faria – Journal of New Approaches in Educational Research, 2024
This study investigated the impact of two teaching strategies, conventional and drawing principle, associated with the use of Augmented Reality (AR), on the school performance of pupils in the 7th-year of primary school and the 10th-year of secondary school on volcanism learning. Compared to previous research, the novelty of this study lies in the…
Descriptors: Science Education, Grade 7, Grade 10, Physical Environment
Andic, Dunja; Mažar, Sandra – Journal of Teacher Education for Sustainability, 2023
The modern approach to teaching in schools is based on encouraging pupils' activity in learning about the natural and social phenomena; the pupil is an active participant in the teaching process. The "Nature and Society" subject curriculum emphasizes the use of ICT technologies and various teaching methods. The teacher, their practice,…
Descriptors: Foreign Countries, Physical Environment, Sustainable Development, Teacher Attitudes
Xilang He – International Journal of Education and Literacy Studies, 2023
The term "metaverse" refers to a range of technologies, including chip technology, network communication technology, VR/AR/MR/XR technology, game technology (game engine, game code, multimedia resources), and block chain technology. Augmented reality and virtual reality offer numerous potential application. As the social metaverse…
Descriptors: Computer Simulation, Simulated Environment, Physical Education, Technology Uses in Education
Nan Zhang; Hongkai Wang; Tianqi Huang; Xinran Zhang; Hongen Liao – IEEE Transactions on Learning Technologies, 2024
Trunk anatomy education is critical in the training of the surgeon. Most trunk anatomy education systems use a personal or synthetic anatomical model. It remains difficult to obtain appropriate population anatomy information and create individualized anatomy customization based on a quantity of diverse data. Furthermore, the naked-eye virtual…
Descriptors: Computer Simulation, Simulated Environment, Human Body, Anatomy
Ben Rydal Shapiro; Ilana Seidel Horn; Sierra Gilliam; Brette Garner – Educational Researcher, 2024
In conversations about pedagogy, researchers often overlook how physical space and movement shape teacher sensemaking. This article offers a comparative case study of classroom videos using a dynamic visual method to map embodied interaction called "interaction geography." Our analysis proposes an integrative framework to study classroom…
Descriptors: Motion, Teaching Methods, Physical Environment, Geography
Sin, Zackary P. T.; Jia, Ye; Wu, Astin C. H.; Zhao, Isaac Dan; Li, Richard Chen; Ng, Peter H. F.; Huang, Xiao; Baciu, George; Cao, Jiannong; Li, Qing – IEEE Transactions on Learning Technologies, 2023
Metaverse, an alternative universe for play, work, and interaction, has become a captivating topic for academia and industry in recent times. This opens the question on what a metaverse for education, or edu-metaverse, should look like. It is believed that this metaverse for learning should be grounded by a pedagogical theory. Particularly, we…
Descriptors: Computer Simulation, Simulated Environment, Constructivism (Learning), Technology Uses in Education
Cindioglu, Hasane Ceren; Gursel Dino, Ipek; Surer, Elif – International Journal of Technology and Design Education, 2022
Immersive Virtual Environments (IVEs), particularly Mixed-Reality (MR) technologies, continue to have an increasing impact on design processes and design education. This study focuses on MR's potentials in Basic Design (BD) education and its influence on novice designers' design thinking abilities. In this study, through a newly developed MR-based…
Descriptors: Computer Simulation, Simulated Environment, Design, Thinking Skills
Kelley T. Glover – ProQuest LLC, 2024
The purpose of this research was to highlight another dimension of education that values the body as a place where learning and self-efficacy take place. Traditionally, the arts are kept separate from the core subjects, and the mind is kept separate from the body in education. This dual way of thinking also creates culturally hegemonic systems…
Descriptors: Females, Blacks, Music Education, Educational Experience
Ji Hyun Oh – Educational Research: Theory and Practice, 2024
This study explored preschool teachers' beliefs about the benefits of young children's outdoor play and play in naturalized play environments. Three face-to-face in-depth, semi-structured individual interviews were administered. For data analysis, Charmaz's (2006) constructivist grounded theory was employed using two steps of coding, initial and…
Descriptors: Play, Teaching Methods, Educational Environment, Preschool Teachers