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Huifen Guo; Fengqi Ma; Zhen Zhou – Innovations in Education and Teaching International, 2025
The growing influence of technology has prompted numerous scholars to explore how virtual reality (VR) affects performance. This study aims to validate the technology acceptance model (TAM) for VR in collaborative learning to enhance performance. We employed a questionnaire for data collection, distributed to 423 master's students in China…
Descriptors: Computer Simulation, Cooperative Learning, Performance, Technology Uses in Education
Bozeman, Barry; Gaughan, Monica – Minerva: A Review of Science, Learning and Policy, 2023
We use the term "Zoomification" to refer to the primary mode of research collaboration used by academic researchers during much of the COVID-19 pandemic. While neither video-enabled technology or remote collaboration is new, the technology developments and needs that occurred during the pandemic proved exceptional, indeed a step-change…
Descriptors: Videoconferencing, Cooperative Learning, Technology Uses in Education, Research
Msafiri Mgambi Msambwa; Zhang Wen; Kangwa Daniel – European Journal of Education, 2025
Artificial intelligence (AI) has extensively developed, impacting different sectors of society, including higher education, and has attracted the attention of various educational stakeholders, leading to a growing number of research on its integration into education. Hence, this systematic literature review examines the impact of integrating AI…
Descriptors: Influence of Technology, Technology Uses in Education, Artificial Intelligence, Cooperative Learning
Teemu H. Laine; Woohyun Lee – IEEE Transactions on Learning Technologies, 2024
The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, many collaborative virtual reality (CVR) applications have emerged as potential components of…
Descriptors: Computer Simulation, Simulated Environment, College Students, Student Attitudes
Anita Feridouni-Solimani; Karim Ahmed-Mohamed – Journal of Technology and Science Education, 2024
This study is focused on promoting self-reflection and self-regulation of learning through the use of digital tools to improve the academic performance of university students. Specifically, the main objective is to evaluate the impact of the use of collaborative ePortfolios on facilitating the comprehension of the concepts being studied. During…
Descriptors: College Students, Academic Achievement, Electronic Publishing, Portfolios (Background Materials)
Dasantila Sherifi; Yuane Jia; Thomas J. Hunt; Memory Ndanga – Discover Education, 2023
Student engagement is critical for meaningful learning and can be impacted by teaching methods, tools, and course content. Online student engagement continues to be challenging because online classes offer fewer ways to engage with professors, peers, and the university than in-person classes. PlayPosit is a video teaching tool that incorporates…
Descriptors: Student Projects, Cooperative Learning, Learner Engagement, Undergraduate Students
Blundell, Christopher N.; Mukherjee, Michelle; Nykvist, Shaun – Action in Teacher Education, 2023
Curriculum and professional standards mandate that digital technologies are used in schooling, and consequently, universities are required to prepare pre-service teachers for this in initial teacher education degrees. In response, one Australian university developed an inquiry-based collaborative approach, called creative inquiry. Feedback from…
Descriptors: Preservice Teachers, Feedback (Response), Inquiry, Active Learning
Charlotte Beal; Rolf Steier – International Journal of Computer-Supported Collaborative Learning, 2024
In this study, we investigate how pre-service teachers' group dialogues emerged and intersected across time and space as students collaboratively constructed a video-based mind map to prepare for oral exams in a pedagogy course. The study was conducted as part of a design-based research project investigating the ways that video-based mind maps can…
Descriptors: Video Technology, Technology Uses in Education, Cooperative Learning, Concept Mapping
Li-Wei Peng; Cheun-Yeong Lee – Excellence in Education Journal, 2024
Numerous educators, instructional designers, and technology specialists utilize case study methodologies to achieve various objectives, such as elevating the profession's status, bridging theory and practice, applying knowledge to real-world classroom and workplace scenarios, honing decision-making skills, and inspiring future professionals. This…
Descriptors: Graduate Students, Case Studies, Animation, Technology Uses in Education
Parag Vichare; Balaji Aresh; Michele Cano; Marco Gilardi – Cogent Education, 2024
Today, Extended Reality (XR) technologies are exceedingly integrated into Architecture, Engineering and Construction (AEC) industries for collaboratively reviewing product design and development tasks. Reported study in this paper aims at integrating XR technologies in undergraduate programmes. This paper provides a descriptive analysis of…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Attitudes
A. Wakefield; R. R. Murray; E. Bell – Cogent Education, 2024
The use of technology in Higher Education teaching is now commonplace and can have multiple benefits for learners; however, the benefits of learner-generated digital media (LGDM) are understudied. Using a combination of pre- and post-workshop questionnaires and student critical reflections, we evaluated the impact of an assessed week-long…
Descriptors: Foreign Countries, Undergraduate Students, Biology, Science Education
Alberto A. P. Cattaneo; Frank De Jong; José L. Ramos; Sirpa Laitinen-Väänänen; Margus Pedaste; Äli Leijen; Alessia Evi-Colombo; Ricardo Monginho; Marije Bent; Erick Velasquez-Godinez; Rik Van Steenbergen – European Journal of Teacher Education, 2024
The educational potential of video is a long-lasting, multi-faceted topic, and the affordances of technological advancement have recently revitalised this discussion. However, teachers are still far from competently integrating or becoming accustomed to video-based pedagogy, especially in collaborative pedagogy. To provide teachers and teacher…
Descriptors: Foreign Countries, Higher Education, Teacher Education, Video Technology
Lianyu Cai; Mgambi Msambwa Msafiri; Daniel Kangwa – Education and Information Technologies, 2025
This systematic literature review explored the impact of integrating AI tools in higher education using the Zone of Proximal Development (ZPD) by Lev Vygotsky. It examined how AI tools assist the students in identifying and operating within their ZPD, how to create and facilitate a collaborative learning environment, and how to provide the…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Higher Education
Rosalina Babo; Ricardo Fitas; Jarkko Suhonen – Education and Information Technologies, 2024
The students' assessment regarding collaborative learning and workgroups is being reported as one of the main concerns in higher education. The increased technological evolution leads to adapting novel self and peer assessment methods to e-assessment. This paper reports the results of a study to evaluate students' opinion about their experience…
Descriptors: Student Attitudes, Student Experience, Student Evaluation, Cooperative Learning
Anitha, D.; Kavitha, D. – Interactive Technology and Smart Education, 2023
Purpose: The purpose of this research study is to explore simple collaborative technique for teaching mathematics and thus improving the problem solving skills of the students. Better pedagogic activities are required to motivate the students to perceive mathematics as a subject that stimulates problem-solving skills required for engineers.…
Descriptors: Problem Solving, Skill Development, Technology Uses in Education, Cooperative Learning