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Qingchuan Li; Yan Luximon; Jiaxin Zhang; Yao Song – British Journal of Educational Technology, 2024
Although the utilization of mobile technologies has recently emerged in various educational settings, limited research has focused on cognitive load detection in the pen-based learning process. This research conducted two experimental studies to investigate what and how multimodal data can be used to measure and classify learners' real-time…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Handwriting
Chi-Cheng Chang; Tseng-Chuan Chen – Interactive Learning Environments, 2024
This study aims to explore how e-textbooks with emotional design affect students' emotion, cognitive load and learning achievement. There were 147 freshman students in total: the experimental group I, II and control group consisted of 49, 47 and 51 students, using e-textbooks with emotional design, without emotional design and traditional paper…
Descriptors: Electronic Books, Technology Uses in Education, Handheld Devices, College Freshmen
Cho, Njichop Richard – ProQuest LLC, 2023
As higher education institutions go online to reap the benefits of technology and align their programs with a world economy that is increasingly becoming digital, the multimedia learning theory warns of possible challenges. Large device screens have been used to present related information elements of a learning task simultaneously to facilitate…
Descriptors: Online Courses, Educational Technology, Handheld Devices, Computer System Design
Liu, Yi-Chun; Wang, Wei-Tsong; Huang, Wen-Hsin – Education and Information Technologies, 2023
Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students' learning. However, studies that specifically examine the effects of game quality and different types of cognitive loads on learning effectiveness in MGBL contexts are scarce. Therefore, this study aims to address this…
Descriptors: Video Games, Cognitive Processes, Difficulty Level, Academic Achievement
Daniel Laumann; Maurice Krause; Fabienne E. Kremer; Barbara Leibrock; Malte S. Ubben; Boris Forthmann; Robin Janzik; Dörthe Masemann; Felix Reer; Cornelia Denz; Gilbert Greefrath; Susanne Heinicke; Annette Marohn; Thorsten Quandt; Elmar Souvignier; Stefan Heusler – Education and Information Technologies, 2025
In recent years, the importance of mobile devices has increased for education in general and more specifically for science and mathematics education. In the classroom, approaches for teaching with mobile devices include using student-owned devices ("bring your own device"; BYOD approach) or using school-owned devices from central pools…
Descriptors: Electronic Learning, Technology Uses in Education, Educational Technology, Handheld Devices
Schrader, Claudia; Kalyuga, Slava – British Journal of Educational Psychology, 2023
The study investigated interactions between learner expertise and task complexity evaluated from both cognitive and affective perspectives. One hundred and seventy-three students, both novices and advanced learners, were asked to learn Japanese writing in a pen-tablet-based digital learning environment with varying task complexity levels.…
Descriptors: Expertise, Novices, Task Analysis, Difficulty Level
Guo, Lin – Reading Psychology, 2023
This study investigated how and how often to present prompts to enhance students' source evaluation and multiple-text comprehension. Participants were 72 undergraduates who read a set of digital texts on a controversial topic of smartphone use and mental health, wrote a justification statement for their selection of trustworthy texts, and answered…
Descriptors: Undergraduate Students, Information Sources, Evaluation Methods, Reading Comprehension
Jost, Patrick; Rangger, Sebastian; Künz, Andreas – International Association for Development of the Information Society, 2023
With the growing prevalence of mobile apps for self-directed learning, educational games increasingly find their place in everyday routines, becoming accessible to a broad audience. Despite the growing ease of content creation by artificial intelligence computing, the challenge of designing effective and engaging Serious Games remains,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Educational Games
Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
Firuzan Hilal Karabay; Can Mese – Asia Pacific Education Review, 2025
In the study, problem-solving educational software (ProSES) was developed to reduce the challenges and mistakes experienced by primary school third-grade students in mathematical problem solving and to provide scaffolding and hint support for teacher help for the students using mobile technologies. The study aimed to determine the impact of the…
Descriptors: Computer Software, Elementary School Students, Grade 3, Mathematics Instruction
Black, Stephanie C.; Bender, Angela D.; Whitney, Susannah J.; Loft, Shayne; Visser, Troy A. W. – Applied Cognitive Psychology, 2022
Increasingly higher demands are being made on the capacity-limited cognitive capabilities of human operators as they strive to maintain situation awareness (i.e., understanding "what is going on") and performance in complex tasks. In the current study we asked whether: (a) training administered via a mobile phone-based app could improve…
Descriptors: Time Management, Executive Function, Difficulty Level, Performance
Wang, Wei-Tsong; Lin, Ying-Lien; Lu, Hsin-En – Education and Information Technologies, 2023
Students are commonly in a high cognitive load state when they encounter sophisticated knowledge. Whether the novel augmented reality (AR) technology can be utilized in an online learning course to explain complicated scientific concepts in a more understandable manner to students during the COVID-19 period is an unaddressed issue. This study aims…
Descriptors: Computer Simulation, Online Courses, COVID-19, Pandemics
Kyari, Adam Konto; Hudithi, Faisal Abdullah Al – International Journal of Learning and Change, 2022
This study investigates the factors influencing consumers' adoption of mobile banking in Nigeria using the innovation of diffusion theory. Data was collected via a five-point Likert questionnaire and analysed using factor analysis and multiple regression model. Revealed here is the fact that relative advantage, observability and complexity have…
Descriptors: Foreign Countries, Banking, Telecommunications, Handheld Devices
Sage, Kara; Jackson, Sophia; Mauer, Larissa; Stockdale, Kayden – Educational Media International, 2022
Students frequently recruit digital devices to aid their academics. Past research has often focused on computers, with growing research on more mobile devices like tablets. Despite owning smartphones at high rates, little research has focused on college students' use of smartphones for academics. In the present study, students were randomly…
Descriptors: Computer Uses in Education, Laptop Computers, Tablet Computers, College Students
Dreama Carroll – ProQuest LLC, 2023
Reading is one of the most important skills that students learn in elementary school. The problem addressed in this study is the decrease in proficiency of reading comprehension when primary grade students are assessed using a digital device to read and respond to instead of reading a text from a paper-based test. The purpose of this study is to…
Descriptors: Technology Uses in Education, Handheld Devices, Reading Instruction, Cognitive Processes