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Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
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I-Hsiung Chang; Pi-Chun Hsu; Ru-Si Chen – Education and Information Technologies, 2024
This study investigates how trust influences parents' satisfaction with parenting apps. The study demonstrates that social ties and perceived value act as mediators between trust and user satisfaction. A questionnaire was conducted in Taiwan to test parents' perceptions of parenting apps, focusing particularly on user satisfaction and related…
Descriptors: Foreign Countries, Satisfaction, Trust (Psychology), Parent Attitudes
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Ziren Jiang; Joseph C. Cappelleri; Margaret Gamalo; Yong Chen; Neal Thomas; Haitao Chu – Research Synthesis Methods, 2024
Population-adjusted indirect comparison (PAIC) is an increasingly used technique for estimating the comparative effectiveness of different treatments for the health technology assessments when head-to-head trials are unavailable. Three commonly used PAIC methods include matching-adjusted indirect comparison (MAIC), simulated treatment comparison…
Descriptors: Comparative Analysis, Decision Making, Health Services, Computer Oriented Programs
Hrishikesh Bhide – ProQuest LLC, 2024
The meteoric rise in software and technology has altered the paradigm of information security and privacy. Classified information, stored earlier behind locked doors, is now stored on the internet on servers that can be accessed from anywhere on the globe. As a result of these advancements, we are now vulnerable to cyber-attacks. Cyber-attacks are…
Descriptors: Game Based Learning, Learning Strategies, Computer Security, Computer Science Education
Terry Roxanne Beamer – ProQuest LLC, 2024
Emotional intelligence (EQ) is a strong indicator of student academic success. Researchers have demonstrated knowledge of the usage of EQ applications by the K-12 student population but have not established significant findings with the student population beyond high school. The problem was that it was unknown whether the post secondary student…
Descriptors: Emotional Intelligence, Postsecondary Education, Technology Uses in Education, Computer Oriented Programs
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Bimal Aklesh Kumar; Sailesh Saras Chand; Munil Shiva Goundar – International Journal of Information and Learning Technology, 2024
Purpose: Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.…
Descriptors: Usability, Electronic Learning, Computer Software, Computer Oriented Programs
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Sandie Wong; Linda J. Harrison; Megan L. Gibson; Frances Press; Michael Bittman; Kim Crisp; Sharon Ryan – International Journal of Research & Method in Education, 2024
Despite the acknowledged complexity of early childhood educators' work, little is documented about how early childhood educators actually spend their time at work. A typical way of studying time at work is through the use of time-use diaries. Recent developments have shown the benefits of using randomized sampling electronic time-use diaries. This…
Descriptors: Early Childhood Education, Early Childhood Teachers, Time Management, Diaries
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Christian X. Navarro-Cota; Ana I. Molina; Miguel A. Redondo; Carmen Lacave – IEEE Transactions on Education, 2024
Contribution: This article describes the process used to create a questionnaire to evaluate the usability of mobile learning applications (CECAM). The questionnaire includes specific questions to assess user interface usability and pedagogical usability. Background: Nowadays, mobile applications are expanding rapidly and are commonly used in…
Descriptors: Usability, Questionnaires, Electronic Learning, Computer Oriented Programs
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Mohammed Abdullatif Almulla – International Journal of Information and Communication Technology Education, 2024
Mobile learning (M-learning) has become a crucial tool for both students and educators. The unified theory of acceptance and use of technology (UTAUT), the technology acceptance model (TAM), and outside factors were all included in this study's integrative review approach to examine the variables affecting university students' intention to use…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Undergraduate Students
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Silvia Lizett Olivares-Olivares; Miriam Lizzeth Turrubiates Corolla; Juan Pablo Nigenda Alvarez; Natalia Mejía Gaviria; Mariana Lema-Velez; Miguel Angel Villarreal Rodríguez; Luis Carlos Franco Ayala; Elena María Trujillo Maza; Isabel Barriga Cosmelli; Klaus Puschel Illanes – Journal of Applied Research in Higher Education, 2024
Purpose: Professional Identity Formation is the dynamic evolution to "think, act and feel" to become part of a professional community. This document presents the development and the study that aimed to assess the usability of a m-Learning Identity App (MLIA) focused on the formation of professional identity among undergraduate medical…
Descriptors: Professional Identity, Computer Oriented Programs, Telecommunications, Handheld Devices
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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Eduarda Sousa-Sá; Natalie Lander; Ahmad Abu Alqumsan; Shehab Alsanwy; Darius Nahavandi; Nicole Toomey; Shady Mohamed; Steven Lewis; Lisa M. Barnett – Journal of Teaching in Physical Education, 2024
Purpose: To refine a motor competence assessment app prototype, enabling its redesign. Method: Workshops were conducted to inform the prototype development. App's usability was evaluated on its ability to communicate relevant information to the teachers (n = 9). A "think out loud" protocol was applied by the users. Results: Both…
Descriptors: Physical Education Teachers, Student Evaluation, Psychomotor Skills, Computer Oriented Programs
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Lutfun Nahar; Riza Sulaiman – Education and Information Technologies, 2025
Studying and solving geometry questions are the most challenging parts of mathematics for visually impaired students (VIS). This study begins with the needs assessment to identify the needs of VIS, which shows that technology-assisted effective teaching and learning are not available for VIS to learn geometry. Therefore, this study focuses on…
Descriptors: Instructional Design, Mathematics Instruction, Instructional Effectiveness, Computer Oriented Programs
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