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Christopher Antoun; Xin Yang; Brady T. West; Ai Rene Ong – Field Methods, 2025
The objective of our project was to develop a smartphone app for administering shorter ("modular") surveys. Given the paucity of research on this topic, we decided to use "co-design" techniques to generate design solutions. To implement these techniques, we recruited respondents in the survey target population to work in small…
Descriptors: Test Construction, Surveys, Computer Oriented Programs, Design
Laura M. Heron; Rumi Agarwal; Joel Greenup; Nicole Attong; Shanna L. Burke – International Journal of Inclusive Education, 2024
An estimated 19% of students enrolled in postsecondary education in the US have a disability. However, students with disabilities often face barriers, including accessibility challenges, that result in lower attendance and graduation rates. It is therefore critical that universities take action to ensure campuses are fully inclusive and…
Descriptors: Attitudes toward Disabilities, Usability, Accessibility (for Disabled), Design
Nguyen, Ha; Lopez, John; Homer, Bruce; Ali, Alisha; Ahn, June – Information and Learning Sciences, 2023
Purpose: In the USA, 22-40% of youth who have been accepted to college do not enroll. Researchers call this phenomenon summer melt, which disproportionately affects students from disadvantaged backgrounds. A major challenge is providing enough mentorship with the limited number of available college counselors. The purpose of this study is to…
Descriptors: Design, Artificial Intelligence, Man Machine Systems, Interaction
José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
Game-Based Learning Apps in Engineering Education: Requirements, Design and Reception among Students
Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
Hsu, Yu-Chang; Ching, Yu-Hui; Callahan, Janet; Bullock, Doug – TechTrends: Linking Research and Practice to Improve Learning, 2021
STEM major students often enter colleges with a need to strengthen their foundational mathematics, such as trigonometry. We designed an innovative undergraduate course that aims to strengthen students' trigonometry knowledge application through programming mobile apps. We explored how students applied trigonometry concepts in developing their…
Descriptors: Undergraduate Students, STEM Education, Majors (Students), Mathematics Skills
Shahrasbi, Nasser; Jin, Leigh; Zheng, Wei-Jun – Journal of Information Systems Education, 2021
The growth in the tech industry in recent years has increased business major students' interest in software programming and app development. However, the traditional way of teaching these courses involves intensive coding exercises and little interaction among students. These methods often discourage the students due to the slow learning curve and…
Descriptors: Design, Computer Oriented Programs, Computer Software, Programming
Perdomo, Bexi; Castillo, María del Carmen Llontop; Mas, Oscar – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2022
During the COVID-19 pandemic, one of the major concerns at the Universidad de Ciencias y Artes de América Latina (UCAL; the University of Sciences and Arts of Latin America) has been to keep offering high-quality education with effective teaching methodologies and creativity at its core. This article aims to describe and understand the use of…
Descriptors: COVID-19, Pandemics, College Faculty, Educational Technology
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Mwandosya, Godfrey Isaac; Suero Montero, Calkin; Mbise, Esther-Rosinner – Turkish Online Journal of Educational Technology - TOJET, 2019
Mobile technologies are increasingly becoming tools for enhancing access and smooth sharing of information, products, and services. In this realization, this study used a design science research users' participatory approach to co-design a mobile application prototype known as CBE Mobile Educational Tool (CBEMET) to enable lecturers of the College…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Computer Oriented Programs
Eastep, Carley V.; Harrell, Grace K.; McPeak, Alexandria N.; Versypt, Ashlee N. Ford – Chemical Engineering Education, 2019
An interactive MATLAB simulation app and design project are described for introducing chemical engineering concepts to engineering freshmen. A MATLAB simulation for pharmaceutical drug dosing is packaged with a graphical user interface in an app that is student friendly. Minimal engineering or coding knowledge is necessary to operate and…
Descriptors: College Freshmen, Chemical Engineering, Computer Uses in Education, Computer Oriented Programs
Chen, Teresa; Hsu, Hui-Mei; Stamm, Sheila Wright; Yeh, Ronnie – E-Learning and Digital Media, 2019
The purpose of this study was to identify salient features for a critical thinking app and create an instrument to facilitate the app evaluation and selection process. Two questions guided the study: (1) What distinguishes critical thinking instructional apps from others? and (2) What design principles are essential to develop a critical thinking…
Descriptors: College Students, Student Evaluation, Evaluation Methods, Critical Thinking
Riekki, Maritta; Kuure, Leena – Research-publishing.net, 2018
This study explores the nature of collaboration between language students and technology developers while designing an application for language teaching. This project was part of a university course on language learning and teaching in technology-rich environments. An important aspect of the course was to help the university students to explore…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, College Students
Huynh, Minh; Ghimire, Prashant – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: As smartphones proliferate, many different platforms begin to emerge. The challenge to developers as well as IS [Information Systems] educators and students is how to learn the skills to design and develop apps to run on cross-platforms. Background: For developers, the purpose of this paper is to describe an alternative to the complex…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Technology Uses in Education
Evmenova, Anya S.; Graff, Heidi J.; Genaro Motti, Vivian; Giwa-Lawal, Kudirat; Zheng, Hui – Journal of Special Education Technology, 2019
In response to the increasing number of young adults with intellectual and development disability (IDD) in inclusive postsecondary settings, a wearable technology application was designed to support students' learning, participation, and independence. This article describes the design research process leading to the development of the technology…
Descriptors: Technology Uses in Education, Assistive Technology, Intervention, Young Adults
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