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Anne Edwards – British Journal of Educational Psychology, 2025
Aim: Responses to complex problems demand collaboration across practice boundaries. The studies presented here make visible the processes that constitute successful collaborations between practitioners and clients. The Argument: Complex problems can be "discovered", where practitioners recognize and address complexity through an existing…
Descriptors: Problem Solving, Motivation, Expertise, Partnerships in Education
Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
Beatriz Ortega-Ruipérez; Ana Pereles; Miguel Lázaro – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: The aim of the study is to test whether the perception of self-regulated learning during text reading in online teacher education is improved by using a digital tool for the use of metacognitive strategies for planning, monitoring, and self-assessment. Background: The use of self-regulated learning is important in reading skills, and…
Descriptors: Reading, Online Courses, Teacher Education Programs, Educational Technology
Schwartz, Madeleine E. B. – ProQuest LLC, 2022
Emerging adulthood, the period of time between adolescence and adulthood, is full of new adjustments. During this time, individuals must acclimate to heightened expectations with diminished support. Individuals with attention-deficit/hyperactivity disorder (ADHD) experience even greater academic and vocational difficulty during emerging adulthood…
Descriptors: Attention Deficit Hyperactivity Disorder, Telecommunications, Handheld Devices, Computer Oriented Programs
Costello, Robert; Smith, Lucy – International Journal of Adult Education and Technology, 2022
Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon…
Descriptors: Electronic Learning, Handheld Devices, Well Being, Anxiety
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries

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