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Jost, Patrick; Rangger, Sebastian; Künz, Andreas – International Association for Development of the Information Society, 2023
With the growing prevalence of mobile apps for self-directed learning, educational games increasingly find their place in everyday routines, becoming accessible to a broad audience. Despite the growing ease of content creation by artificial intelligence computing, the challenge of designing effective and engaging Serious Games remains,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Educational Games
Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Liu, Qingtang; Yu, Shufan; Chen, Wenli; Wang, Qiyun; Xu, Suxiao – Journal of Computer Assisted Learning, 2021
While the use of experiments is important for developing students' scientific knowledge and skills, challenges may arise when teachers and students are conducting experiments in class, such as non-reusable experimental resources, safety issues and difficulties simulating some specific effects. Augmented reality (AR) technology affords an…
Descriptors: Science Experiments, Computer Simulation, Magnets, Junior High School Students
Elizabeth A. McKay – ProQuest LLC, 2021
Smartphone ownership and use by adolescents have increased rapidly over the past decade and a half. Although some educators anticipated benefits of smartphones for learning, increasing smartphone use has raised numerous concerns in school environments, including the possibility that the mere presence of a smartphone reduces students' cognitive…
Descriptors: Secondary School Students, Handheld Devices, Telecommunications, Academic Achievement
Zhao, Fang; Gaschler, Robert; Schnotz, Wolfgang; Wagner, Inga – Frontline Learning Research, 2020
Regulation of distance to the screen (i.e., head-to-screen distance, fluctuation of head-to-screen distance) has been proved to reflect the cognitive engagement of the reader. However, it is still not clear (a) whether regulation of distance to the screen can be a potential parameter to infer high cognitive load and (b) whether it can predict the…
Descriptors: Proximity, Computer Use, Learner Engagement, Cognitive Processes
Upadyaya, Katja; Cumsille, Patricio; Avalos, Beatrice; Araneda, Sebastian; Lavonen, Jari; Salmela-Aro, Katariina – Journal of Educational Research, 2021
Situational engagement is a key element in promoting students' maintained interest and focused attention in learning. Most research on students engagement has been variable-centered, and only few studies have examined situational patterns of student engagement. The present study used person-oriented approach (e.g., latent profile analysis with…
Descriptors: Learner Engagement, Science Instruction, Teaching Methods, Comparative Analysis
Rasmiani, Desak Made Sutra; Santosa, Made Hery; Mahendrayana, Gede – Journal of English Teaching, 2023
This study aims to determine the roles of teachers and the problems found when using MALL-based strategies in SMK Negeri 1 Denpasar during Emergency Remote Teaching. This study is a mixed-method design. The respondents were 8 English teachers. There are three instruments used in this study namely, questionnaires, observation sheet and interview…
Descriptors: Language Teachers, English (Second Language), Teacher Role, Second Language Learning
Dykstra-Lathrop, Deanna Kay – ProQuest LLC, 2022
This phenomenological study presented the lived experiences of eight high school principals who led through the COVID-19 pandemic. The participants represented eight different school from five school districts from across Colorado. Each participant's school implemented 1:1 devices, namely Chromebooks or iPads, for each student prior to the…
Descriptors: Instructional Leadership, School Administration, Pandemics, COVID-19
Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Muzurura, Joe; Chigora, Farai; Mutambara, Emmanuel; Zvavahera, Promise; Ndlovu, Joram – International Journal of Education and Practice, 2021
In today's technologically-driven educational landscape, mobile learning systems (MBL) have progressively risen to become critical tools for effective education delivery in many rural schools. Like in most developing countries, the education sector in Zimbabwe plays a critical role in facilitating human capital development and economic growth and…
Descriptors: Foreign Countries, Secondary Schools, Rural Schools, Telecommunications
E-Readiness of Senior Secondary School Learners to Online Learning Transition Amid COVID-19 Lockdown
Bhaumik, Rikisha; Priyadarshini, Anita – Asian Journal of Distance Education, 2020
In the backdrop of recent COVID-19 lockdown, the school learners across the country have had the opportunity to experience online mode of learning. This study attempts to find out e-readiness of senior secondary school learners for transition to online learning along with their views on this mode of learning transaction. Quantitative descriptive…
Descriptors: Learning Readiness, Electronic Learning, Online Courses, High School Students
Ibili, Emin; Billinghurst, Mark – International Journal of Assessment Tools in Education, 2019
In this study, the relationship between the usability of a mobile Augmented Reality (AR) tutorial system and cognitive load was examined. In this context, the relationship between perceived usefulness, the perceived ease of use, and the perceived natural interaction factors and intrinsic, extraneous, germane cognitive load were investigated. In…
Descriptors: Cognitive Processes, Difficulty Level, Correlation, Usability
Wirjawan, Johannes V. D.; Pratama, Daniel; Pratidhina, Elisabeth; Wijaya, Anthony; Untung, Budijanto; Herwinarso – International Journal of Instruction, 2020
One popular advanced technology nowadays is smartphone. Smartphones allow various functions beyond the traditional function of mobile phones as communication devices. The technology in smartphones has potential applications in many areas including education. In this study, we report our research which aims to: (1) produce a smartphone app as media…
Descriptors: Telecommunications, Handheld Devices, High School Students, Instructional Effectiveness
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices