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Melissa N. Savage; Alexandra E. Candelaria – Intellectual and Developmental Disabilities, 2024
While there are many benefits to healthy nutrition, adults with intellectual disability often have poor nutrition habits. The purpose of this pilot study was to examine the use of a nutrition app and self- management intervention to increase awareness of healthy nutrition choices for adults with intellectual disability. Data was gathered on the…
Descriptors: Intellectual Disability, Nutrition Instruction, Handheld Devices, Health Promotion
Yang, Yoon Jung; Chung, Kyong-Mee – Journal of Autism and Developmental Disorders, 2023
This study developed and tested the effectiveness of an app-based cognitive behavioral therapy (CBT) program in alleviating anxiety among adolescents and adults with autism without co-occurring intellectual disability. Thirty participants from 15 to 35 years old were randomly assigned to either the intervention or waitlist control group, and self-…
Descriptors: Pilot Projects, Randomized Controlled Trials, Handheld Devices, Behavior Modification
Haeger, Jack A.; Davis, Carter H.; Levin, Michael E. – Journal of American College Health, 2022
Objective: Considering increasing demands for mental health services at college counseling centers (CCCs), there is a need for cost-effective solutions that avoid depleting stressed CCC resources. This study examined if ACT Daily, a mobile application based on acceptance and commitment therapy (ACT), could serve as an effective self-guided…
Descriptors: Therapy, Information Technology, Handheld Devices, Counseling Services
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Ashley M. Stack; Kausalai Wijekumar; Elsa Cárdenas-Hagan – Technology, Knowledge and Learning, 2024
Reading comprehension is the ultimate goal of learning to read, as the understanding of text is at the root of the purpose for reading, whether reading for pleasure or reading to learn. At-home reading practices can vary widely family to family -- some families have the knowledge and resources to read effectively with their children, while others…
Descriptors: Reading Comprehension, Literacy Education, Program Descriptions, Spanish
McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
Fagan, Mary Helen – Computers in the Schools, 2019
The purpose of this study was to explore the acceptance of mobile learning by students in a higher education setting. The unified theory of acceptance and use of technology (UTAUT) was extended to include hedonic motivation, operationalized as enjoyment, as well as social influence in a field study involving the adoption of iPad mobile devices.…
Descriptors: Student Attitudes, Electronic Learning, Higher Education, Technology Uses in Education
Lowrie, Tom; Logan, Tracy – Mathematics Education Research Group of Australasia, 2019
The Early Learning STEM Australia (ELSA) pilot was a year-long investigation involving 300 educators and 4 500 four-year old children in one hundred learning centres across Australia. This paper reports on a pedagogical and design framework that was constructed to promote children's STEM engagement across digital and non-digital learning…
Descriptors: STEM Education, Early Childhood Education, Foreign Countries, Learner Engagement
Lindell, Tiina Leino – Education and Information Technologies, 2020
It has been emphasized that students and teachers have dissimilar ideas about how mobile phone use could be utilized and limited. Moreover, these differences have been identified as a crucial problem that has caused conflicts in education. In order to resolve the problem, research has stressed that it is very important to increase teachers'…
Descriptors: Pilot Projects, Teacher Attitudes, Teaching Methods, Telecommunications
Kluchnyk, Maria; Grad, Roland; Pluye, Pierre; Thomas, Aliki – Education for Information, 2020
Spaced education (SE) is a learning strategy that can improve long-term knowledge retention. Inspired by the concept of SE, we conducted a mixed methods study of a smartphone application (app) as a platform of SE. Objectives were to: (phase 1 quantitative) estimate the extent to which weekly alerts on the app can stimulate medical residents to…
Descriptors: Intervals, Learning Strategies, Retention (Psychology), Graduate Medical Education
Okai-Ugbaje, Safiya – Higher Education Research and Development, 2021
Using mobile devices to facilitate teaching and learning (m-learning) in higher education has continued to gain momentum. To ensure meaningful m-learning, several models and frameworks, including those focused on pedagogies and the learning environment, have been developed. However, the majority of these are derived from the context of high-income…
Descriptors: Teaching Methods, Telecommunications, Handheld Devices, Higher Education
Parton, Becky Sue – TechTrends: Linking Research and Practice to Improve Learning, 2017
Glass Vision 3D was a grant-funded project focused on developing and researching a Google Glass app that would allowed young Deaf children to look at the QR code of an object in the classroom and see an augmented reality projection that displays an American Sign Language (ASL) related video. Twenty five objects and videos were prepared and tested…
Descriptors: Deafness, Computer Oriented Programs, American Sign Language, Focus Groups
Oliveira, David Manuel Duarte; Pedro, Luís; Santos, Carlos – Smart Learning Environments, 2021
This paper was developed within the scope of a PhD thesis that intends to characterize the use of mobile applications by the students of the University of Aveiro during class time. The main purpose of this paper is to present the results of an initial pilot study that aimed to fine-tune data collection methods in order to gather data that…
Descriptors: Telecommunications, Higher Education, Pilot Projects, Handheld Devices
Baker, Joseph M.; Moyer-Packenham, Patricia S.; Tucker, Stephen I.; Shumway, Jessica F.; Jordan, Kerry E.; Gillam, Ronald B. – Journal of Computers in Mathematics and Science Teaching, 2018
Functional near-infrared spectroscopy (fNIRS) is an easy to use neuroimaging technique that is portable and maintains a liberal tolerance to movement. As such, fNIRS represents an ideal tool to observe children's neural activity as they engage in real-world classroom activities, such as the interaction with digital math apps on an iPad. Here, we…
Descriptors: Brain, Mathematics Instruction, Computer Oriented Programs, Pilot Projects
Logan, Tracy; Larkin, Kevin – Mathematics Education Research Group of Australasia, 2019
The Experience, Represent, Apply (ERA) heuristic is an innovation of the Early Learning STEM Australia (ELSA) project. It provided educators with an approach that embeds digital technologies in play-based learning in such a way that the focus of the learning remains on the child and not on the device. This paper reports on the experiences of early…
Descriptors: Heuristics, Pilot Projects, STEM Education, Early Childhood Education