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Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
Srikong, Mathuwan; Wannapiroon, Panita; Nilsook, Prachyanun – International Education Studies, 2023
This research was undertaken by synthesizing theories, documents, textbooks, research articles, and related academic articles relating to the wisdom repository management process. The objective is to present a system architecture and develop a knowledge management system which culminates in a repository of crystallized intelligence with a…
Descriptors: Knowledge Management, Management Systems, Archives, Medical Students
Yalalem Assefa; Melaku Mengistu Gebremeskel; Bekalu Tadesse Moges; Shouket Ahmad Tilwani; Yibeltal Aemiro Azmera – International Journal of Information and Learning Technology, 2025
Purpose: In today's educational landscape, technology has become an undeniable force in shaping pedagogical approaches and even the definition of learning itself. But this path contains many obstacles. Within the higher education ecosystem, the digital divide -- the disparity in access and use of technology -- is proving to be a significant…
Descriptors: Equal Education, Cultural Context, Higher Education, Developing Nations
Abu-Al-Aish, Ahmad – International Journal of Information and Communication Technology Education, 2021
Mobile learning (m-learning) has become an increasingly attractive solution for schools and universities that utilize new technologies in their teaching and learning setting. This study investigates the technical factors affecting the development of m-learning applications services from students' perspectives. It presents a model consisting of…
Descriptors: Computer Oriented Programs, Handheld Devices, Technology Uses in Education, Foreign Countries
Fryer, Luke K.; Nakao, Kaori – Frontline Learning Research, 2020
Self-report is a fundamental research tool for the social sciences. Despite quantitative surveys being the workhorses of the self-report stable, few researchers question their format--often blindly using some form of Labelled Categorical Scale (Likert-type). This study presents a brief review of the current literature examining the efficacy of…
Descriptors: Measurement Techniques, Research Methodology, Surveys, Online Surveys
Scarlatos, Lori; Engoron, Eric; Block, Pamela; Evans, Cassandra – International Journal of Mobile and Blended Learning, 2019
A common problem for people with disabilities, particularly those who rely on mobility devices, is learning to navigate a new environment. This is especially troublesome for students who are attending a new university and need to figure out how to get from one place to another. All Together Now is a mobile multi-player cooperative game developed…
Descriptors: Students with Disabilities, Game Based Learning, Advocacy, Handheld Devices
Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
da Silva, André Constantino; Freire, Fernanda Maria Pereira; de Arruda, Alan Victor Pereira; da Rocha, Heloísa Vieira – International Association for Development of the Information Society, 2013
e-Learning environments offer content, such text, audio, video, animations, using the Web infrastructure and they are designed to users interacting with keyboard, mouse and a medium-sized screen. Mobile devices, such as smartphones and tablets, have enough computation power to render Web pages, allowing browsing the Internet and access e-Learning…
Descriptors: Electronic Learning, Educational Technology, Technology Uses in Education, Telecommunications
Chen, Nicholas Yen-Cherng – ProQuest LLC, 2012
Reading activities in the classroom and workplace occur predominantly on paper. Since existing electronic devices do not support these reading activities as well as paper, users have difficulty taking full advantage of the affordances of electronic documents. This dissertation makes three main contributions toward supporting active reading…
Descriptors: Reading, Electronic Publishing, Books, Handheld Devices
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Australian Tertiary Education: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian education leaders about significant developments in technologies supporting teaching, learning,…
Descriptors: Foreign Countries, Postsecondary Education, Technology Uses in Education, Educational Technology
Nakajima, Taira – Association for the Advancement of Computing in Education, 2012
The author demonstrates a new system useful for reflective learning. Our new system offers an environment that one can use handwriting tablet devices to bookmark symbolic and descriptive feedbacks into simultaneously recorded videos in the environment. If one uses video recording and feedback check sheets in reflective learning sessions, one can…
Descriptors: Foreign Countries, Computer Assisted Instruction, Feedback (Response), Handwriting
Kim, SooHwan; Kim, HyeonCheol; Han, SeonKwan – Behaviour & Information Technology, 2013
This article describes the development of learning widget on m-learning and e-learning environments. A widget is a small, simple and useful application supporting user-oriented contents. The user may select and install widgets that are convenient as well as an auto-updating application including weather or calendar. These widgets are especially…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Computer Oriented Programs
Vedder, Richard G. – Journal of Information Technology Education: Innovations in Practice, 2012
In October 2012, Microsoft will release the commercial version of its next operating system, presently called "Windows 8." This version represents a significant departure from the past. Microsoft wants this operating system to meet user needs regardless of physical platform (e.g., desktop, notebook, tablet, mobile phone). As part of this mission,…
Descriptors: Computer Interfaces, Information Technology, Internet, Vendors
Ssekakubo, Grace; Suleman, Hussein; Marsden, Gary – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to present findings of a study that was carried out to identify strategies of enabling learners in developing countries to fully exploit the potential of learning management systems (LMSs). The study set out to: identify the services of learning management systems that are most needed and desired by university learners in…
Descriptors: Foreign Countries, Developing Nations, Integrated Learning Systems, College Students
McCarthy, David – EDUCAUSE Review, 2011
Higher education's interest in digital content, especially e-books, has gone off the charts. With the rapid acceptance of e-books for pleasure reading, attention has now shifted to e-textbooks and their promise of significant cost savings and cutting-edge features. But getting a good grasp on the fast-moving realm of digital content for higher…
Descriptors: Higher Education, Textbooks, Electronic Publishing, Computer Uses in Education
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