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Serpil Yorganci; Murat Subasi – Education and Information Technologies, 2025
While GeoGebra applets have been extensively investigated in learning environments, few studies have addressed the interactive GeoGebra applets in an e-book-based learning environment. This study aims to compare the effects of the e-book created with interactive GeoGebra applets on students' learning achievement and motivation. The sample of the…
Descriptors: Electronic Books, Educational Technology, Technology Uses in Education, Undergraduate Students
Venus Chan – Interactive Technology and Smart Education, 2025
Purpose: Studies on technology and interpreting have increasingly explored how technology influences the role and performance of interpreters in their practice; however, there is a lack of comprehensive reviews and analyses. This paper aims to synthetically review the state-of-the-art application and integration of various interpreting…
Descriptors: Influence of Technology, Communications, Translation, Technology
Taemin Ha; Juntack Oh; Won Seok Chey – Strategies: A Journal for Physical and Sport Educators, 2025
Every student is unique and possesses different needs and abilities, particularly those with autism spectrum disorder (ASD). Alternative instruction that accommodates their distinctive needs could increase their probability of success in physical education lessons. The integration of technology in physical education classes would be a valuable…
Descriptors: Physical Education, Inclusion, Adapted Physical Education, Technology Integration
Lori Bruner; Natalia I. Kucirkova – Journal of Children and Media, 2025
In this study, we examine preschool storybook apps to identify the types of characters represented in these stories and how they relate to design quality and opportunities for children to build their vocabularies -- a significant predictor of later success in learning to read. Specifically, we sought to understand (a) how storybook apps portray…
Descriptors: Childrens Literature, Computer Software, Handheld Devices, Computer Oriented Programs
Frank Niklas; Efsun Birtwistle; Anna Mues; Astrid Wirth – Child Development, 2025
The usage of high-quality learning applications (apps) at home may increase children's mathematical and literacy competencies. This approach was tested in a family intervention study. Intervention families (n = 302) in two German cohorts (N = 500; M (SD)[subscript age] = 61.0 (4.6) months; n[female gender symbol] = 302) received tablets with newly…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Tablet Computers
Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate