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Showing 1 to 15 of 22 results Save | Export
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Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
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Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
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Hyeonho Yu; Hans van der Mars; Pamela Hodges Kulinna; Peter Hastie – Physical Educator, 2024
In schools, digital technology has been used to record students' motor skill performance to create records of skill execution and the tactical dimension of game performance. Informed by the Technological Pedagogical Content Knowledge framework, this study determined a physical education teacher and students' perceptions about using a motion…
Descriptors: Physical Education Teachers, Teacher Attitudes, Student Attitudes, Physical Education
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Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Diana Pacheco; Cláudia Faria – Journal of Biological Education, 2024
The app 'Roteiro Entre-Marés' offers digital itineraries for exploring intertidal zones, such as the rocky platform of the Avencas Marine Protected Area. As users travel through the intertidal area, several challenges emphasising the biodiversity and environmental issues are presented. Eighth-grade students (n=63) used this application and were…
Descriptors: Marine Biology, Scientific Literacy, Educational Technology, Computer Oriented Programs
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Jean J. Ryoo; Michelle Choi; Wei Wei; Jacqualyn Blizzard-Caron; Ryan Clarke; Lillian Kohn; Daniel Voloch – Journal of Research on Technology in Education, 2025
This paper explores how minoritized Computer Science (CS) students articulate their sense of critical agency to positively impact the world around them, both for today and the future, when participating in a Girls Who Code program focused on ethics, equity, and underrepresentation in computing. Observations, interviews, and surveys were conducted…
Descriptors: Computer Science Education, Middle School Students, High School Students, Clubs
Erica Crawford – ProQuest LLC, 2024
The problem addressed through this qualitative study was that middle school teachers in a suburban public school district in the southern United States were inconsistently using Google Classroom in their classrooms. At the project site, middle school teachers were creating a blended learning environment; however, administrators expected them to…
Descriptors: Middle School Teachers, Teacher Attitudes, Virtual Classrooms, Educational Technology
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Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
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Jon-Chao Hong; Kai-Hsin Tai; Tzu-Yu Tai – Journal of Computer Assisted Learning, 2024
Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of…
Descriptors: Electronic Learning, Computer Oriented Programs, Audience Response Systems, Second Language Learning
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Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)
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Odicar Joice Chavez; Thelma Palaoag – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study investigates user preferences for motivational features aligned with self-determination theory (SDT), emphasizing autonomy, relatedness, and competency. The study seeks to identify the most appealing and effective motivational features in AI-driven mobile apps for fostering autonomy, promoting relatedness, and enhancing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Telecommunications
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Adrea J. Truckenmiller; Eunsoo Cho; Samantha Bourgeois; Ellie Friedman – Reading Teacher, 2024
The purpose of this article was to offer guidance to educators in evaluating the strengths, weaknesses, and most effective uses of commercial reading assessment suites. We provide three resources to help educators who are responsible for making instructional decisions in reading using formal screening, benchmark, interim, and progress-monitoring…
Descriptors: Elementary Schools, Decision Making, Reading Achievement, Evaluation Methods
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Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
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Vincent Cho; Decoteau J. Irby; Katrina Borowiec – Teachers College Record, 2024
Background/Context: In thousands of classrooms throughout the United States and internationally, behavior management apps have become an integral part of schools' discipline machineries. Such apps are designed to help teachers enforce rules, especially when it comes to rewards and punishments within school token economies. To understand how these…
Descriptors: Classroom Techniques, Student Behavior, Computer Oriented Programs, Technology Uses in Education
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