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Showing 1 to 15 of 46 results Save | Export
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Peter Paul Canuto – Journal of Baltic Science Education, 2023
Plant identification apps make learning about plants more convenient. This study explored the participants' perceptions of using three plant identification apps, PlantNet, PictureThis, and LeafSnap, as potential educational tools. Problems experienced, differences in perceptions, and the participants' most preferred apps were also determined.…
Descriptors: Plants (Botany), Educational Technology, Preservice Teachers, Elementary School Teachers
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Eriksson, Miikka; Kärkkäinen, Sirpa; Tahvanainen, Ville – Journal of Computer Assisted Learning, 2023
Background: Technologies may successfully be used to mediate, aid, and diversify learning, but several studies indicate that technologies cannot substitute outdoor learning and its experiential nature. To halt human-induced biodiversity loss, teachers should acquire a deep understanding of the principles of ecology, including the challenging…
Descriptors: Computer Assisted Instruction, Outdoor Education, Student Teachers, Biodiversity
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Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology
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Isrokatun, I.; Hanifah, Nurdinah; Abdul, Yusuf R.; Rosmiati, Rosi; Khoerunnisah, Ririn – Pegem Journal of Education and Instruction, 2023
Today's increasingly rapid technological developments do not only appear in the field of communication but are also needed in education. In the education field, it is expected to instill students with adequate knowledge and critical thinking skills, which are needed for their future. Practicing critical thinking skills can be done with mobile…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Critical Thinking
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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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Davudova, Enejan; Türel, Yalin Kiliç – Journal of Educational Technology and Online Learning, 2022
In the technology era that we are in, teaching with traditional method is not sufficient alone in increasing efficiency. Varied content, whether technological or not, has an important place to increase the effectiveness of teaching. The methods and models used in the selection and usage of these contents are also considered important in terms of…
Descriptors: Handheld Devices, Educational Technology, Computer Oriented Programs, Academic Achievement
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Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Yesilbag, Serkan; Korkmaz, Özgen – Education and Information Technologies, 2021
The purpose of this research is to assess the effect of Voki, a tool of web 2.0 on students' academic achievement and attitudes towards English courses. The study group of this research, using a quasi-experimental design with a pretest-posttest control group, consists of 5th-grade students at a public secondary school in the Merkezefendi district…
Descriptors: Computer Oriented Programs, Technology Uses in Education, Academic Achievement, Student Attitudes
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Robbani, A. Syahid; Wahidah, Zulfa Amalia; Haqqy, Ahmad Muzayyan – Dinamika Ilmu, 2021
This study examined the challenges and obstacles faced in using WhatsApp as an online Arabic learning center and efforts to overcome them. The data from this qualitative study were obtained from observations of 71 students and 2 Arabic language teachers. The data was then validated and strengthened by interviews with five students and 2 Arabic…
Descriptors: Semitic Languages, Computer Oriented Programs, Electronic Learning, Second Language Learning
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Papastergiou, Marina; Natsis, Petros; Vernadakis, Nikolaos; Antoniou, Panagiotis – Education and Information Technologies, 2021
The aim of this study was to assess the impact of the integration of tablets and a mobile application for fitness development into a PE lesson in primary education, in schools that did not apply a 'one tablet per child' policy, on students' intrinsic motivation for the PE lesson. Four 5th grade and four 6th grade classes (145 students aged…
Descriptors: Handheld Devices, Computer Oriented Programs, Physical Fitness, Physical Education
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Pullu, Emine Kübra – Research on Education and Media, 2022
The aim of this study is to examine the perceptions of primary school students about information and communication technologies in the distance education process during COVID-19 pandemic via the pictures they drew. For the sample group of the study which was conducted according to the qualitative research method and phenomenological design, the…
Descriptors: Elementary School Students, Student Attitudes, Information Technology, Distance Education
Diallo, Mamadou – Online Submission, 2023
Technology is gaining more and more place in our classrooms today, making its investigation more relevant than ever. Therefore, the author of this paper aimed to explore the role and impact of technology on students reading. To do so, the author has examined several aspects related to the use of technology for teaching and learning, including how…
Descriptors: Educational Technology, Technology Uses in Education, Reading Instruction, Reading Achievement
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Tan, Sema – Gifted Education International, 2022
During the school closure in the COVID-19 pandemic, students with special needs including gifted students faced many challenges in terms of educational support. The Turkish Ministry of National Education released a mobile app named "I am special, I am in education" to overcome these challenges. This study aimed to explore how gifted…
Descriptors: COVID-19, Pandemics, Academically Gifted, Gifted Education
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