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Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
Bataineh, Ruba Fahmi; Baniabdelrahman, Abdallah Ahmad; Khalaf, Kafa Mohammad Bani – International Journal of Education and Development using Information and Communication Technology, 2018
This study examines the potential effect of an eight-week e-mail- and WhatsApp-based instructional treatment on 45 Jordanian EFL tenth-grade students' paraphrasing and summarizing skills. Three instruments were used for data collection: a pre-test, a post-test, and an interview schedule. The findings reveal statistically significant differences…
Descriptors: Foreign Countries, Computer Oriented Programs, Educational Technology, Technology Uses in Education
Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
Jong, Morris Siu-Yung; Chan, To; Hue, Ming-Tak; Tam, Vincent W. L. – Educational Technology & Society, 2018
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in…
Descriptors: Outdoor Education, Educational Games, Educational Technology, Technology Uses in Education
Genç, Zülfü; Aydemir, Emrah – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using…
Descriptors: Foreign Countries, Academic Achievement, Retention (Psychology), Puzzles