NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pinyo Wongthong – Journal of Educators Online, 2025
This study investigated the influence of synchronous online learning on students' and parents' perceptions of online learning. The research design was a mixed method approach that utilized survey questions administered to teachers, students, and parents at a demonstration school in Thailand. The findings revealed that Microsoft Teams and Zoom were…
Descriptors: Electronic Learning, Student Attitudes, Parent Attitudes, Synchronous Communication
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pombo, Lúcia; Marques, Margarida M. – International Association for Development of the Information Society, 2019
Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
An, Heejung, Ed.; Alon, Sandra, Ed.; Fuentes, David, Ed. – IGI Global, 2015
The inclusion of new and emerging technologies in the education sector has been a topic of interest to researchers, educators, and software developers alike in recent years. Utilizing the proper tools in a classroom setting is a critical factor in student success. "Tablets in K-12 Education: Integrated Experiences and Implications"…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications