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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
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
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
Mudaly, Vimolan; Fletcher, Tamryn – Problems of Education in the 21st Century, 2019
There is concern about mathematics success and its related pedagogy. Society has seen rapid changes in the economy and technology with a call for these changes to be reflected within the classroom. New methods of teaching mathematics are being sought with the purpose to improve teaching and learning while making mathematics relatable to the new…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Oriented Programs
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
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