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Xiangquan Yao – Digital Experiences in Mathematics Education, 2024
This study aimed to examine the quality of the open-access GeoGebra applets for function transformations by attending to the opportunity to learn function transformations afforded by them. Guided by the variation theory, this study conceptualized the opportunity to learn function transformations as the opportunity to discern critical features of…
Descriptors: Mathematics Education, Mathematical Concepts, Mathematics, Graphs
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Sharon R. Mittiga; Nerelie C. Freeman; Erin S. Leif; Brett E. Furlonger; Ellen Pattison – Education and Treatment of Children, 2024
Advances in classroom behavior management mobile applications (CBM apps) have led some teachers to use them to supplement their existing student management strategies, although little is known about their effectiveness in facilitating behavior change. This systematic review aimed to identify and appraise research on the effectiveness of CBM apps…
Descriptors: Journal Articles, Classroom Techniques, Classroom Environment, Behavior Change
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Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
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Suthada Muengsan; Pinanta Chatwattana – Higher Education Studies, 2024
The GbL platform, or game-based learning platform, with generative AI is a research tool initiated from the combination of game-based learning concepts and generative artificial intelligence technology; thereby, this platform is intended to be used as a guideline for the instruction management, in which learners can respond and interact with the…
Descriptors: Artificial Intelligence, Game Based Learning, Digital Literacy, Technological Literacy
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Leila Mirzoyeva; Zhanna Makhanova; Mona Kamal Ibrahim; Zoya Snezhko – Cogent Education, 2024
The objective of this research is to investigate the effectiveness of integrating natural language processing (NLP) technologies into an English language learning program aimed at enhancing auditory and speaking competencies. The methodology of the research is grounded in the development and testing of the intervention effectiveness of neural…
Descriptors: Foreign Countries, Undergraduate Students, Language Skills, Auditory Training
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Lisseth Sanchez; Jefferson Penarreta; Xavier Soria Poma – Discover Education, 2024
The learning management system (LMS) is a software based on SAAS, internet navigator, or user application, which manage the teaching and learning of an academic or non-academic program. This work presents a comparison of 45 LMSs. The objective of this research is to report a study of the LMS developed for higher education. This objective is…
Descriptors: Learning Management Systems, Influence of Technology, Computer Software Evaluation, Technology Uses in Education
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Andrew J. Wojcik; Alison King; Delanie Amend; Donna Gilles; Audrey Martin; Kristina Keithley; Chloe Weaver – Education and Training in Autism and Developmental Disabilities, 2024
The general education classroom is filled with academic vocabulary, and individuals with developmental disabilities benefit from explicit vocabulary instruction (Browder et al., 2008; Marzano, 2020; Smith et al., 2013). Picture-based alternative and augmentative communication (AAC) can encourage academic skills development (Ahlgrim-Dehzel et al.,…
Descriptors: Vocabulary Development, Augmentative and Alternative Communication, Students with Disabilities, Developmental Disabilities