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Hyun-Bin Hwang; Matthew D. Coss; Shawn Loewen; Kaitlyn M. Tagarelli – Studies in Second Language Acquisition, 2024
Research on mobile-assisted language learning (MALL) has revealed that high rates of attrition among users can undermine the potential benefits of this learning method. To explore this issue, we surveyed 3,670 adult MALL users based on the Unified Theory of Acceptance and Use of Technology (UTAUT) and also conducted an in-depth analysis of their…
Descriptors: Learner Engagement, Handheld Devices, Nontraditional Students, Adults
Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
Rikki Patton; Jessica L. Chou; Diane K. Brown; Asif Zaarur – Journal of American College Health, 2025
Objective: Better understanding how behavioral health professions students were impacted by COVID-19 can help educators inform their education practices. Participants: The present study examined the impact of COVID-19 among n = 83 students enrolled in two universities across five graduate-level behavioral health training programs -- clinical…
Descriptors: COVID-19, Pandemics, Graduate Students, Allied Health Occupations Education
Mayra Stefany Torres-Munares; Ada Cristina Hurtado-Flores; Ernesto Adolfo Carrera-Salas – Cogent Education, 2024
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR…
Descriptors: Foreign Countries, Undergraduate Students, Gamification, Technology Uses in Education
Müslüm Atas; Helmut Lindner; Thomas Strametz; Fatima Jammoul; Johannes Feiner; Antonius Metry Saad – International Association for Development of the Information Society, 2024
With the rapid growth of digital education, e-learning has become essential for offering accessible and flexible learning opportunities. This paper investigates strategies to achieve long-term learning outcomes and reduce study time in e-learning. It explores various techniques, including self-testing, spaced repetition, and the serial position…
Descriptors: Electronic Learning, Time on Task, Memory, Learning Strategies
Understanding Students' Switching Intentions from Cash Payment to Mobile Payment in Education Sector
P. Pragha; Krantiraditya Dhalmahapatra; Murali Sambasivan; Pradeep Rathore; Esha Saha – Journal of Applied Research in Higher Education, 2025
Purpose: The study intends to evaluate students' intention to shift from cash payment to mobile payment system for academic fee payments through push, pull and mooring framework. Push factors comprise risk and service-related factors, pull factors consist of subjective and aspect-based factors and mooring factors include cost and cognitive…
Descriptors: Foreign Countries, Undergraduate Students, College Graduates, Student Attitudes
Katarzyna Gajda – International Association for Development of the Information Society, 2024
The integration of mobile technology in language education represents notable progress, providing a versatile tool for learners of different ages to acquire a language. The poster will focus on research evaluating the efficacy of the Duolingo mobile app in augmenting Russian language proficiency for A1 and B1 level students at the University of…
Descriptors: Second Language Instruction, Second Language Learning, Computer Software, Computer Assisted Instruction
Rosemary Ketchum Walsh – ProQuest LLC, 2024
Students with Attention Deficit Hyperactivity Disorder (ADHD) have difficulty maintaining their focus during class lessons and often require reminder prompts from an adult including a teacher or instructional assistant. This study used goal setting paired with a technology-based application and Smartwatch to explore increases in elementary student…
Descriptors: Attention Control, Attention Deficit Hyperactivity Disorder, Goal Orientation, Technology Uses in Education