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Vorley, Tim; Williams, Nick – Education & Training, 2016
Purpose: The purpose of this paper is to examine the effectiveness of smartphone apps in fostering effectual thinking. The paper considers both the effectual development of entrepreneurial ideas and the associated change in entrepreneurial confidence and perceived entrepreneurial skills of students at a UK Higher Education Institution.…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Entrepreneurship
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Zayed, Niveen Mohammad – English Language Teaching, 2016
Students nowadays have strong passion towards the smart mobile phones with all their smart applications. The researcher believes that English language teachers can use the mobile phones, from each now and then, to increase the students' motivation. In this paper, the researcher designed a number of special activities that can be delivered to the…
Descriptors: Handheld Devices, Social Media, Computer Oriented Programs, English (Second Language)
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Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – TEACHING Exceptional Children, 2016
One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
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Soto, Melissa; Ambrose, Rebecca – Technology, Knowledge and Learning, 2016
Increased attention to reasoning and justification in mathematics classrooms requires the use of more authentic assessment methods. Particularly important are tools that allow teachers and students opportunities to engage in formative assessment practices such as gathering data, interpreting understanding, and revising thinking or instruction.…
Descriptors: Mathematics Education, Formative Evaluation, Evaluation Methods, Computer Oriented Programs
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Byrne, Jason – Teaching English with Technology, 2016
This paper seeks to help clarify whether Mobile-Assisted Language Learning (MALL) is primarily an independent self-study activity or whether MALL classrooms exist. The research hypothesised that a large number of users frequently using specific MALL apps, at the same time and in the same city location, may indicate the existence of MALL…
Descriptors: Telecommunications, Technology Uses in Education, Handheld Devices, Second Language Instruction
Wang, Erh-Hsuan – ProQuest LLC, 2016
Improving the quality of healthcare while simultaneously reducing its overall costs remains a challenge. One of the recommended approaches for achieving this goal is to build high quality data collection and reporting systems to facilitate evidence-based practice (EBP), which emphasizes the importance of using the solid evidence available to make…
Descriptors: Health Services, Telecommunications, Handheld Devices, Augmentative and Alternative Communication
Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – Grantee Submission, 2016
Hope Elementary School recently purchased tablets for all of its students to facilitate the use of technology in the classroom. The principal at Hope Elementary understands that technology can be an efficient and effective way for teachers to access materials and differentiate instruction to support the achievement of all learners. However, some…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
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García Botero, Gustavo; Questier, Frederik – Research-publishing.net, 2016
In an attempt to understand whether Mobile-Assisted Language Learning (MALL) could foster students' self-directed learning, this paper analyzes a self-directed learning experience by means of a language app: Duolingo. In this study, higher education language students were encouraged to use Duolingo outside of the classroom. The data collected via…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, College Students
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Thompson, Ian – Australian Senior Mathematics Journal, 2017
In this paper, an example is offered of a problem-solving task for senior secondary school students which was given in the context of a story. As the story unfolds, the task requires progressively more complex forms of linear programming to be applied. Coding in MATLAB is used throughout the task in such a way that it supports the increasing…
Descriptors: Foreign Countries, Programming, High School Seniors, Mathematics Education
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Kilic, Çigdem; Sancar-Tokmak, Hatice – Australian Journal of Teacher Education, 2017
This case study investigates how preservice primary school teachers describe their experiences with digital story-based problem solving applications and their plans for the future integration of this technology into their teaching. Totally 113 preservice primary school teachers participated in the study. Data collection tools included a…
Descriptors: Foreign Countries, Preservice Teachers, Mathematics Teachers, Mathematics Instruction
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Davis, Michael – Journal of Geography, 2017
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Descriptors: Geography Instruction, Computer Games, Educational Games, Computer Oriented Programs
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Fitzgerald, Martin; McClelland, Tracy – Health Education Journal, 2017
Introduction: Health promotion apps designed to support and reinforce health behaviours or to reduce risk behaviours are the most commonly downloaded apps. Such technologies have the potential to reach and deliver health care to new populations. But the extent to which they are successful in enabling the adoption of new and desired behaviours can…
Descriptors: Computer Oriented Programs, Health Promotion, Health Behavior, Behavior Change
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Rochdi, Aicha; Eppard, Jenny – International Association for Development of the Information Society, 2017
This poster session will describe a study that took place at a university in the United Arab Emirates. The study included a reading app that was downloaded onto each student's individual mobile device. Students could read while listening to the stories. The primary goal of the study was to determine how, if at all, listening while reading in a…
Descriptors: Telecommunications, Handheld Devices, Reading Skills, Teaching Methods
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Keane, Linda; Keane, Mark – Design and Technology Education, 2016
We live in a designed world. STEAM by Design presents a transdisciplinary approach to learning that challenges young minds with the task of making a better world. Learning today, like life, is dynamic, connected and engaging. STEAM (Science, Technology, Environment, Engineering, Art, and Math) teaching and learning integrates information in…
Descriptors: STEM Education, Art Education, Design, Interdisciplinary Approach
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Dean, Matthew D. – Innovations in Education and Teaching International, 2016
Social reading can broadly be described as the experience surrounding the reading of electronic books, more commonly known as eBooks. Utilising eTextbooks and social reading at a university offers some powerful potential to engage students and help them succeed in their studies. A broad overview of the current landscape and recent initiatives…
Descriptors: Higher Education, Electronic Publishing, Books, Social Networks
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