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Showing 1 to 15 of 17 results Save | Export
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Omar López-Vargas; Laura Garavito-Martínez; Nilson Valencia-Vallejo – Knowledge Management & E-Learning, 2025
This research analyzes the effects of motivational scaffolding on procrastination, learning achievement, and academic and online self-efficacy in students with differing cognitive styles in the dimension of field dependenceindependence (FDI), that are learning mathematical content in m-learning environments. This study involved 87 students from…
Descriptors: Student Motivation, Scaffolding (Teaching Technique), Self Efficacy, Time Management
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Poçan, Serdal; Altay, Bilal; Yasaroglu, Cihat – Education and Information Technologies, 2023
Due to rapid developments, mobile technologies started to play an essential role in designing seamless learning environments. Due to the availability of mobile technologies, students can access learning materials without being bound by time and place. On the grounds that these applications allow information exchange, time and space limitations…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Odicar Joice Chavez; Thelma Palaoag – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study investigates user preferences for motivational features aligned with self-determination theory (SDT), emphasizing autonomy, relatedness, and competency. The study seeks to identify the most appealing and effective motivational features in AI-driven mobile apps for fostering autonomy, promoting relatedness, and enhancing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Telecommunications
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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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Sun, Mengting; Meng, Shuxin – Youth & Society, 2023
In tracing two Chinese rural middle school classes for 3 years, this study found the positive impact of adopting the algorithm-based mobile short video platform Douyin on rural adolescents' intrinsic motivation. The application's broad adoption has reshaped the social processes supporting adolescent users' intrinsic motivation and spontaneous…
Descriptors: Foreign Countries, Middle School Students, Early Adolescents, Student Motivation
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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
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Coskun, Mehmet; Koç, Yasemin – Psycho-Educational Research Reviews, 2021
The purpose of this study is to investigate the effect of augmented reality and mobile application supported instruction on students' academic achievement, attitude towards astronomy, anxiety and motivation towards learning science in the "Solar System and Beyond/Earth and Universe" units in seventh grade Science lesson. In the study,…
Descriptors: Computer Simulation, Computer Software, Handheld Devices, Technology Integration
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Krijgsman, Christa; Mainhard, Tim; Borghouts, Lars; van Tartwijk, Jan; Haerens, Leen – Physical Education and Sport Pedagogy, 2021
Background: The importance of clarifying goals and providing process feedback for student learning has been widely acknowledged. From a Self-Determination Theory perspective, it is suggested that motivational and learning gains will be obtained because in well-structured learning environments, when goals and process feedback are provided, students…
Descriptors: Goal Orientation, Feedback (Response), Psychological Needs, Personal Autonomy
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Eppard, Jenny; Williams, Cara; Hojeij, Zeina; Johnson, Jason D. – International Journal of Education in Mathematics, Science and Technology, 2022
This study examined the impact of iPad integration on student motivation, engagement, and learning skills in a mathematics program. Subjects included 143 students aged 8 to 14 years old and 63 parents in an Indian-based school in Dubai where the national curriculum required the use of tablets be integrated into school subjects starting at grade…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Integration
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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
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Martin, Andrew J.; Mansour, Marianne; Malmberg, Lars-Erik – Educational Psychology, 2020
Using mobile technology and experience sampling in junior high school, real-time motivation and engagement were explored at four-levels: between lessons (up to 2 lessons per day; Level 1), between days (5 days per week; L2), between weeks (4 weeks; L3), and between students (113 students; L4). Findings for a 'random effects' model revealed…
Descriptors: Student Motivation, Learner Engagement, Computer Use, Behavior Patterns
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Qutob, Maysa M.; Madini, Abeer Ahmed – English Language Teaching, 2020
The aim of the current study is to investigate the Saudi English as a foreign language (EFL) learners' preferences for corrective feedback on written assignments. This mixed-method study used a closed-ended Likert scale questionnaire that was adopted and adapted to suit the participants under investigation. Additionally, an open-ended question was…
Descriptors: Error Correction, Second Language Learning, Second Language Instruction, English (Second Language)
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Vieira, Liliana; Coutinho, Clara – International Journal of Mobile and Blended Learning, 2016
Mobile technologies are increasingly rooted in society and, therefore, intuitively, teachers begin to take advantage of devices that students carry with them daily in a logic of 1:1 bring your own device (BYOD). In fact, it becomes crucial to use this media to promote/increase new pedagogical activities to motivate and challenge students to…
Descriptors: Telecommunications, Educational Technology, Handheld Devices, Technology Uses in Education
Seifert, Tami – International Association for Development of the Information Society, 2014
As the disparity between educational standards and reality outside educational institutions is increasing, alternative learning infrastructure such as mobile technologies are becoming more common, and are challenging long held, traditional modes of teaching. Educators' attitudes toward wireless devices are mixed. Wireless devices are perceived by…
Descriptors: Handheld Devices, Telecommunications, Technology Integration, Middle School Students
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Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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