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Marina Gonçalves Leal; José Eduardo dos Martírios Luz; Ana Kariele da Silva Santos; Cicero Luciano Alves Costa; Paulo Felipe Ribeiro Bandeira; Cassio de Miranda Meira Jr.; Giordano Marcio Gatinho Bonuzzi – Journal of Motor Learning and Development, 2024
We aimed to investigate the impact of smartphone use during intertrial intervals within a distributed practice regime on mental fatigue, performance, and learning of a balance motor skill. One hundred and thirty-six participants were randomly divided into two groups: the smartphone use group (SMARTPHONE) and the control group (CONTROL). The…
Descriptors: Psychomotor Skills, Skill Development, Motor Development, Telecommunications
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Emely Crystina da Silva Viana; Hélio José Santos Maia; Danielle Alves de Oliveira Tabosa; Daniel Alves da Silva; Fábio Lúcio Lopes de Mendonça; Rafael Timóteo de Sousa Júnior – International Association for Development of the Information Society, 2023
The research presents the objective of analyzing the challenges and potentialities of teaching with the use of m-learning, in literacy classes during remote teaching caused by the COVID-19 pandemic, based on learning results regarding the appropriation of the writing system alphabetical. In view of the constant social and educational changes…
Descriptors: Foreign Countries, Literacy Education, Electronic Learning, Handheld Devices
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Lucimara Lessa dos Santos; Maria Lenilda Caetano França; David Gadelha da Costa; Guilherme Ramos Demetrio – Discover Education, 2025
The integration of digital technology into education offers new avenues to enhance Ecology education by addressing resource limitations and fostering student engagement. This study examines the potential of smartphone applications as didactic tools for teaching Ecology in Brazilian basic education. Through a targeted search on the Google Play…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Technology Uses in Education
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Piet Kommers Ed.; Tomayess Issa Ed.; Adriana Backx Noronha Viana Ed.; Theodora Issa Ed.; Pedro Isaías Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers and posters of the International Conferences on: Educational Technologies 2022 (ICEduTech 2022), Sustainability, Technology and Education 2022 (STE 2022), Internet Technologies & Society 2022 (ITS 2022), and Applied Management Advances in the 21st Century 2022 (AMA21 2022) held virtually, from December…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Teacher Education