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Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
Badawi; Purie Nawa Utami; Elizar; Masitoh; Meutia Rachmatia – Elementary School Forum (Mimbar Sekolah Dasar), 2023
This research aimed to develop science teaching media in the form of learning applications that use the help of iSpring Suite. The development of ecosystem material science learning applications is made to maximize the use of smartphones owned by students and reduce the various negative impacts of using Android in learning. The Research and…
Descriptors: Elementary School Students, Grade 5, Science Instruction, Telecommunications
Seda Özer Sanal; Filiz Elmali – European Journal of Special Needs Education, 2024
The aim of this study is to investigate the effectiveness of Realistic Mathematics Education Strategies Mobile App (REMSAM) on the mathematical problem solving performance of students with learning disabilities (LD). The participants of this study consisted of five children (three girls, two boys) with LD. The study was carried out based on a…
Descriptors: Mathematics Education, Problem Solving, Students with Disabilities, Learning Disabilities
Aras, Tuncay; Can, Ajda Aylin – Turkish Journal of Education, 2023
This study aims to develop educational software for the instrument (guitar) training course through gamification. The study was carried out by basing on the design and development research method and the processes included in the analysis, design, development, implementation, and evaluation phases of the method are considered as the sub-problems…
Descriptors: Computer Software, Musical Instruments, Educational Technology, Music Education
Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
Siregar, Yulia Elfrida Yanty; Rahmawati, Yuli; Suyono – Journal of Technology and Science Education, 2023
The aim of this research is to describe the impact of implementing an integrated STEAM Project in mobile technology on the Mathematical Reasoning ability of elementary school students and to describe the process of designing an integrated STEAM Project and mobile application. A quantitative descriptive and quasi-experimental research design was…
Descriptors: STEM Education, Art Education, Elementary School Students, Telecommunications
Calder, Nigel; Murphy, Carol – Waikato Journal of Education, 2023
In this paper we consider how the integration of mobile technology apps into classroom practice can form an alternative pedagogical medium that influences the learning process in mathematics. We give an account of one aspect of a research project that examined the use of tablets and apps in primary school mathematics programmes and report teacher…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Mathematics Instruction
Georgina De Jesus Meza – ProQuest LLC, 2023
The goal of greater student engagement has led districts to turn to technology, specifically, one-to-one (1:1) or a device for every student. This qualitative case study explored teachers' mobile device use to implement high-leverage instructional practices that engage students, advance equity, and improve student learning outcomes for underserved…
Descriptors: Access to Computers, Telecommunications, Handheld Devices, Educational Technology
O'Malley, Teagen L.; Horowitz, Katie Rose; Burke, Jessica G. – Sex Education: Sexuality, Society and Learning, 2022
Comprehensive sexual health education is critical for the prevention of STIs and unintended pregnancy among young people. Yet, increasing barriers to comprehensive sexual health education in classroom settings underscore the importance of youth-friendly technologies to address sexual health among young people. "It's OK to Ask Someone"…
Descriptors: Health Education, Sex Education, Prevention, Sexually Transmitted Diseases
Kang, So Ra; Kim, Shin-Jeong; Kang, Kyung-Ah – Journal of School Nursing, 2022
The purpose of this study was to test the effects of a child sexual abuse prevention education program using a hybrid application (CSAPE-H) by examining fifth-grade students' (a) knowledge for sexual abuse prevention and (b) self-protective behaviors against sexual abuse. A quasi-experimental, pretest /posttest design was used. Sixty-eight…
Descriptors: Child Abuse, Sexual Abuse, Prevention, Grade 5
Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Cheng, Mengmeng; Su, Chien-Yuan; Kinshuk – Journal of Educational Computing Research, 2021
Integrating science learning with game experience and physical manipulatives not only overcomes the rigidity of traditional teaching, but also makes the learning experience pleasant for students and improves their science inquiry ability. Today, with the popularization of mobile devices and technology, both the value and feasibility of gamified…
Descriptors: Junior High School Students, Educational Technology, Technology Uses in Education, Handheld Devices
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
Benson, Victoria K.; Wakeman, Shawnee Y.; Wood, Charles L.; Muharib, Reem – Journal of Special Education Apprenticeship, 2021
This preliminary study investigated the effects of using picture-based task analyses and an iPad to teach students with intellectual disability how to send and reply to emails. Three middle-school-aged students with intellectual disability as well as three peers without disabilities participated in this investigation. The intervention consisted of…
Descriptors: Handheld Devices, Telecommunications, Students with Disabilities, Moderate Intellectual Disability