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Firuzan Hilal Karabay; Can Mese – Asia Pacific Education Review, 2025
In the study, problem-solving educational software (ProSES) was developed to reduce the challenges and mistakes experienced by primary school third-grade students in mathematical problem solving and to provide scaffolding and hint support for teacher help for the students using mobile technologies. The study aimed to determine the impact of the…
Descriptors: Computer Software, Elementary School Students, Grade 3, Mathematics Instruction
Dreama Carroll – ProQuest LLC, 2023
Reading is one of the most important skills that students learn in elementary school. The problem addressed in this study is the decrease in proficiency of reading comprehension when primary grade students are assessed using a digital device to read and respond to instead of reading a text from a paper-based test. The purpose of this study is to…
Descriptors: Technology Uses in Education, Handheld Devices, Reading Instruction, Cognitive Processes
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Wang, Cixiao; Le, Huixiao – Journal of Educational Computing Research, 2022
In collaborative learning, the intuition "the more device, the merrier" is somehow widely acknowledged, but little research has investigated the relationship between device-student ratio and the learning outcome. This study aims to investigate not only the main effect of different device-student ratio, also to identify the moderators in…
Descriptors: Cooperative Learning, Access to Computers, Technology Uses in Education, Educational Technology
Ibili, Emin; Billinghurst, Mark – International Journal of Assessment Tools in Education, 2019
In this study, the relationship between the usability of a mobile Augmented Reality (AR) tutorial system and cognitive load was examined. In this context, the relationship between perceived usefulness, the perceived ease of use, and the perceived natural interaction factors and intrinsic, extraneous, germane cognitive load were investigated. In…
Descriptors: Cognitive Processes, Difficulty Level, Correlation, Usability
Blumenthal, Stefan; Blumenthal, Yvonne – International Journal of Educational Methodology, 2020
Progress monitoring of academic achievement is an essential element to prevent learning disorders. A prominent approach is curriculum-based measurement (CBM). Various studies have documented positive effects of CBM on students' achievement. Nevertheless, the use of CBM is associated with additional work for teachers. The use of tablets may be of…
Descriptors: Instructional Effectiveness, Curriculum Based Assessment, Computer Assisted Testing, Handheld Devices
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Wang, Cixiao; Fang, Ting; Miao, Rong – Journal of Computer Assisted Learning, 2018
In the increasing pervasiveness of today's digital society, mobile devices are changing the face of education. Students can interact with mobile devices in context-aware environment. This paper presents a mobile application based on expert system (Plant-E) for students to acquire knowledge about plant classification by answering decision-making…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Handheld Devices
Kumalija, Elhard; Yi, Sun; Fatih, Ymran – International Association for Development of the Information Society, 2018
Dynamic program visualization tools helps to reduce the cognitive load of students in learning programming. However, to authors' understanding there is no dynamic program visualization tool that can be used in a widely available smartphones. In this study, we design a Dynamic visualization engine for java programs that is integrated to java code…
Descriptors: Programming, Visualization, Difficulty Level, Telecommunications
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Gybas, Vojtech; Klubal, Libor; Kostolányová, Katerina – International Association for Development of the Information Society, 2019
This paper summarizes the results of the completed and defended dissertation on the topic of Categorization of pupil work with tablets in a special elementary school in the Czech Republic. This work was a two-phase research. Qualitative research - a four-year structured observation of pupils at a special elementary school, where categorization was…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Educational Technology
Hanrahan, Fidelma; Hughes, Ed; Banerjee, Robin; Eldridge, Alice; Kiefer, Chris – International Journal of Music Education, 2019
Little is currently known about the possible benefits of using networked technology to enhance ensemble performance. This study explored whether the introduction of specially devised technology -- networked tablets using traditional music notation -- to a primary school orchestra would enhance the experience of ensemble music. Particular emphasis…
Descriptors: Music Education, Music Activities, Elementary School Students, Music
Al-Siyabi, Muna Abdullah; Dimitriadi, Yota – International Journal of Mobile and Blended Learning, 2020
Mobile learning research has been flourishing to keep pace with the rapid technological advancement that has been invading all parts of modern life. There is a shortage of such research in Oman, especially in schools. The aim of this study is to uncover mLearning employment in schools in Oman by exploring two cases. The study investigates the…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Tsai, Chi-Ruei – Research in Science Education, 2017
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science inquiry learning practice. To understand how POE can affect the cognitive-affective learning…
Descriptors: Science Instruction, Cognitive Processes, Difficulty Level, Anxiety