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Showing 1 to 15 of 34 results Save | Export
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Salgo, Alexander; O'Shea, Galen; Hellemans, Kim; Davies, Jim – International Association for Development of the Information Society, 2021
We introduce an open-source game-like educational software that teaches users about how action potentials work. The Postsynaptic Simulator requires users to demonstrate understanding of neural mechanisms to progress through levels, each of which teaches a different aspect of neuron activity. [For the full proceedings, see ED621108.]
Descriptors: Open Source Technology, Educational Games, Simulation, Brain
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Ramchurn, Chama Devi; Roodt, Sumarie; Mulaji, Sarah – International Association for Development of the Information Society, 2021
This research investigates the mobile technology ownership concerning M-learning and identifies Tapscott's (2009) common traits of Millennials in a South African context. Technology growth and adoption is impacting the education sector by changing teaching and learning through an innovative form of learning commonly known as M-learning. Along with…
Descriptors: Foreign Countries, College Students, Age Groups, Educational Technology
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Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
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Burden, Kevin; Schuck, Sandy; Kearney, Matthew – International Association for Development of the Information Society, 2019
This paper summarises findings from an initial study completed as the first phase of the Erasmus+ KA2 research project: Designing and Evaluating Innovative Mobile Pedagogies (DEIMP). The purpose of the scoping study was to inform the design and development of a multi-purpose mobile app that will support educators and pre-service teachers in…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Gobel, Peter; Kano, Makimi – International Association for Development of the Information Society, 2019
Simultaneous in-class presentations are well suited to the use of peer evaluation, which also promotes greater involvement of the student audience. The problem for the teacher is how to manage peer evaluation and make it a useful part of the curriculum. PeerEval is a mobile application that allows students to anonymously evaluate presentations in…
Descriptors: Peer Evaluation, Telecommunications, Handheld Devices, Educational Technology
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Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
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Gobel, Peter; Kano, Makimi – International Association for Development of the Information Society, 2018
PeerEval is a mobile app created for evaluating student presentations. This paper covers the rationale for creating such an app, the features of the app, and the benefits for both teachers and students. The details and initial findings of ongoing research into the efficacy of PeerEval will be briefly discussed. [For the complete proceedings, see…
Descriptors: Peer Evaluation, Telecommunications, Handheld Devices, Computer Oriented Programs
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Andújar, Alberto – International Association for Development of the Information Society, 2018
The present research represents a longitudinal investigation into Mobile Instant Messaging to develop second language skills. WhatsApp application was selected as the chat-based communication tool to carry out this study, which focuses on writing and speaking skills' development. Quantitative and qualitative analyses were used to tackle students…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Teaching Methods
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Koomson, William Kofi – International Association for Development of the Information Society, 2018
This paper describes an ongoing research study, which began in January 2017, about how to create an effective distance learning program in a hybrid mode that integrates WhatsApp Messenger as the learning platform for students who live in Ghana's remote areas where Internet connectivity and electrical power supply are limited. Qualitative approach…
Descriptors: Electronic Learning, Handheld Devices, Computer Oriented Programs, Computer Mediated Communication
Silveira Sonego, Anna Helena; Rocha Machado, Leticia; Wildt Torrezzan, Cristina Alba; Behar, Patricia Alejandra – International Association for Development of the Information Society, 2016
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological…
Descriptors: Foreign Countries, Electronic Learning, Educational Strategies, Computer Oriented Programs
Parsons, David; Thomas, Herbert; Wishart, Jocelyn – International Association for Development of the Information Society, 2016
This article reports on a survey of teachers undertaking a postgraduate applied practice certificate in digital and collaborative learning. The survey was intended to capture how mobile learning was currently being used by the teachers both on the course and in their own classrooms. The objective was to investigate to what extent mobile learning…
Descriptors: Affordances, Electronic Learning, Teacher Surveys, Graduate Students
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Smyrnova-Trybulska, Eugenia – International Association for Development of the Information Society, 2019
The article focuses on an overview of evolution, trends, methods, examples and analyses of the experience of e-learning. The author presents theoretical and practical aspects of the use of e-learning in higher education, based on her own long-time experience. The paper comprises a description of stages of e-learning evolution and discusses such…
Descriptors: Electronic Learning, Educational Trends, Educational Technology, Technology Uses in Education
Maqbool, Jannat – International Association for Development of the Information Society, 2016
The use of group work in teaching practices has been well supported in educational theories however the researcher has experienced a number of issues or areas of concern in having students work in groups to complete a major assessment for a second year Project Management course at a leading polytechnic in New Zealand. Factors potentially…
Descriptors: Foreign Countries, Group Dynamics, Computer Oriented Programs, Teaching Methods
Brenner, Aimee M.; Hauser, Janel S. – International Association for Development of the Information Society, 2015
Students today share a unique characteristic in that they have all been raised in a digital era. Students from all socioeconomic levels have been impacted by digital media in one way or another, and many yearn to be engaged through the use of digital technologies in the classroom. One such digital project has sought to aid in meeting the need to…
Descriptors: Student Projects, Student Centered Learning, Computer Uses in Education, Computer Oriented Programs
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Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
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