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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
Liu, Yi-Fan; Hwang, Wu-Yuin; Liu, Zi-Yan – Journal of Educational Computing Research, 2021
Teaching English in a classroom setting where EFL learners were usually sitting at desks and doing English learning tasks using paper and pencil is inefficient. It has considerable potential problems that could lead to students learning in a passive state. More specifically, the teaching materials are inconsistent with students' authentic…
Descriptors: Electronic Learning, Handheld Devices, Dramatic Play, Authentic Learning
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
Cain, Jabari P. – Middle School Journal, 2020
The purpose of this qualitative case study was to understand how a middle school teacher uses a studycast activity--podcasts designed to support test review--to stimulate student motivation and engagement with class content and to affect student academic performance. The teacher and two students participated in interviews with the researcher.…
Descriptors: Audio Equipment, Information Dissemination, Handheld Devices, Grade 7
Howie, Elisabeth; Colquhoun, Lisa – Childhood Education, 2021
In a small rural village in the Cambodian province of Kampong Cham, a group of 7th-grade students huddle around Android tablets, engrossed in an English language lesson. Guided by their teacher, they swipe from one interactive learning module to the next. They are not only building English literacy, but also developing digital skills. As they do…
Descriptors: Rural Areas, Grade 7, Handheld Devices, Computer Software
Sevinç Tas; Ayse Yavuz – International Journal of Modern Education Studies, 2023
Learning through mobile applications has become more relevant as mobile tools have evolved. The COVID-19 outbreak that spread across the globe in 2019 promoted to a brief period of distance learning. The purpose of the study was to investigate how the students' perceptions of distance learning were affected by the use of a mobile application…
Descriptors: Distance Education, Electronic Learning, Handheld Devices, Courseware
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
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
Yildirim, Denizer; Çirali Sarica, Hatice; Usluel, Yasemin – Education and Information Technologies, 2022
This study aims to implement an exemplary instructional design-based ICT integration to allow students to acquire both course achievement and knowledge society skills. The research used the case study method. The participants consist of 30 students, who attend the course of Science and Technology at the 7th grade level in a state school, along…
Descriptors: Instructional Design, Information Technology, Technology Integration, Secondary School Science
Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Manabe, Kinnosuke; Hwang, Wu-Yuin; Chuang, Yan-Wen – Interactive Learning Environments, 2023
Under the traditional English learning context, English as a Foreign Language (EFL) learners have few opportunities to apply their knowledge to a real-life setting. According to situated learning theory, different contexts hold different concepts related to learners' real experiences. The researchers, therefore, integrated drama activity into EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
Kim, Byoung Gwan; Shim, Hye Rin – International Journal of Computer-Assisted Language Learning and Teaching, 2019
This study investigated the optimal conditions under which foreign language learning takes place using a smartphone. The authors proposed that two factors, chunking and imagery, would increase language learning. On the basis of previous findings, they formulated three hypotheses: (a) the use of images will have a positive effect on learning…
Descriptors: Phrase Structure, Independent Study, Grade 7, English (Second Language)
Song, Donggil; Glazewski, Krista – Education and Information Technologies, 2023
Focusing on the sustainability and affordability when using information technology, the mechanism of student-generated questioning (SGQ) and scaffolding for SGQ in reading comprehension tasks were explored within the self-regulated learning framework in this study. We employed a mixed methods design to examine the effects of scaffolding in an SGQ…
Descriptors: Foreign Countries, Elementary School Students, Grade 7, Scaffolding (Teaching Technique)
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
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning