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Hadi, Said Hirzi; Permanasari, Adhistya Erna; Hartanto, Rudy; Sakkinah, Intan Sulistyaningrum; Sholihin, Mahfud; Sari, Ratna Candra; Haniffa, Roszaini – Education and Information Technologies, 2022
Ethics education is increasingly needed in business schools due to the escalation of fraud in business practices. However, faculties face challenges in gaining the millennials and Z generation's interest and attention, who are generally digital savvy, when teaching accounting ethics. One of the learning media that is suitable for millennial and Z…
Descriptors: Ethical Instruction, Accounting, Business Administration Education, Computer Simulation
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Han, Yang – Education and Information Technologies, 2023
This article reflects the results of a study involving second- and fourth-year students from Harbin University (Harbin, China), the Chinese Academy of Arts (Hangzhou, China), and the Central Academy of Drama (Beijing, China). The work analyzed the impact of specialized mobile applications Vox Tools: Learn to Sing and Swiftscales Vocal Trainer on…
Descriptors: Foreign Countries, Undergraduate Students, College Freshmen, College Seniors
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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
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Yin, Xiaomin – Education and Information Technologies, 2023
Innovations in higher music education are a way of reasonable use of information and communication technologies that increase interactivity and facilitate classroom learning. The study aims to evaluate the effectiveness of introducing the application aimed at improving the skill of sheet music reading. Using a mobile app to enhance the perception…
Descriptors: Educational Innovation, Music Education, Musical Instruments, Universities
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López-Moranchel, Ignacio; Franco, Evelia; Urosa, Belén; Maurelos-Castell, Patricia; Martín-Íñigo, Esther; Montes, Victoria – Education Sciences, 2021
Mobile learning (mLearning) is now being increasingly used in university education, with positive impacts on the motivation and predisposition of students when learning. The aim of this study was to evaluate the impact of the use of mobile applications as a learning resource in applied biomechanics, with regard to attitudinal variables (interest,…
Descriptors: College Students, Electronic Learning, Science Education, Biomechanics
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Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning
Pearson, 2018
Pearson sought to explore whether attempting more unique assignments in MyLab IT, an online tutorial and assessment tool used in higher education to teach digital literacy concepts and Microsoft Office application skills, is related to higher exam scores. This Research Report presents findings from one research study: a correlational study Pearson…
Descriptors: Computer Literacy, Electronic Learning, College Instruction, Instructional Effectiveness
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Diliberto-Macaluso, Kristen; Hughes, Alan – Teaching of Psychology, 2016
The current study examined the impact of mobile applications or apps on student learning in an introduction to psychology course. Students were assigned to complete a learner-centered worksheet activity on the brain and central nervous system using either an interactive 3-D Brain app or their online course textbook. We measured student learning…
Descriptors: Telecommunications, Computer Oriented Programs, Handheld Devices, Introductory Courses
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Morris, N.P.; Lambe, J.; Ciccone, J.; Swinnerton, B. – Journal of Computer Assisted Learning, 2016
Technology-enhanced learning is expanding rapidly because of research showing the benefits for learners in terms of engagement, convenience, attainment and enjoyment. Mobile learning approaches are also gaining in popularity, particularly during practical classes and clinical settings. However, there are few systematic studies evaluating the…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Davis, Michael – Journal of Geography, 2017
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Descriptors: Geography Instruction, Computer Games, Educational Games, Computer Oriented Programs
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Iwamoto, Darren H.; Hargis, Jace; Taitano, Erik Jon; Vuong, Ky – Turkish Online Journal of Distance Education, 2017
Lower than expected high-stakes examination scores were being observed in a first-year general psychology class. This research sought an alternate approach that would assist students in preparing for high-stakes examinations. The purpose of this study was to measure the effectiveness of an alternate teaching approach based on the testing effect to…
Descriptors: Educational Technology, High Stakes Tests, College Freshmen, Introductory Courses
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Harris, Robert V.; King, Stephanie B. – Community College Journal of Research and Practice, 2016
The purpose of this study was to see if a relationship existed between American College Testing (ACT) scores (i.e., English, reading, mathematics, science reasoning, and composite) and student success in a computer applications course at a Mississippi community college. The study showed that while the ACT scores were excellent predictors of…
Descriptors: College Entrance Examinations, Standardized Tests, Scores, Predictor Variables
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Hill, Kory – Journal of Physical Education, Recreation & Dance, 2014
When teaching motor-learning concepts, laboratory experiments can be valuable tools for promoting learning. In certain circumstances, traditional laboratory exercises are often impractical due to facilities, time, or cost. Inexpensive or free applications (apps) that run on mobile devices can serve as useful alternatives. This article details…
Descriptors: Teaching Methods, Psychomotor Skills, Physical Education, Laboratories
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Gökçe, Semirhan; Yenmez, Arzu Aydogan; Özpinar, Ilknur – International Education Studies, 2017
Recent developments in technology have changed the learner's profile and the learning outcomes. Today, with the emergence of higher-order thinking skills and computer literacy skills, teaching through traditional methods is likely to fail to achieve the learning outcomes. That is why; teachers and teacher candidates are expected to have computer…
Descriptors: Foreign Countries, Undergraduate Students, Mathematics Education, Elementary School Mathematics
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Mostafa, Akram Fathy – Journal of Educational Technology, 2015
The aim of the research is to explore the relation of mobile Blogging (Moblogging -MB) on the usability and development of Knowledge Management skills for Blind Students. The research followed a pretest and posttest quasi experimental design. Participants were 17 blind students from the third semester of the academic year 2015 in the course of…
Descriptors: Foreign Countries, Student Journals, Electronic Journals, Handheld Devices
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