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Showing 1 to 15 of 21 results Save | Export
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Anisa Cheung – Language Teaching Research, 2024
The benefits of using digital storytelling are well documented in the literature. Whether and how these advantages can be extended to digital story-writing, especially for young learners, remains underexplored. Recent advancement in technology has the potential of streamlining the stages of planning and revising in a process approach to second…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Story Telling
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Burkholder, Casey; Frawley, Ashley – LEARNing Landscapes, 2019
As two white female teachers, we look back on our teaching experiences in Hong Kong and Northern Alberta to disrupt problematic diversity narratives from our first classrooms. Through critical auto-ethnographic approaches and cellphilming (cellphone + video-production), we analyze our engagement with privilege within our classrooms. We found that…
Descriptors: Student Diversity, Social Bias, Whites, Minority Group Students
Kong, Mei Chun – ProQuest LLC, 2019
Past studies have shown that mobile learning can enhance learning performance and that the extended and emergent use of technology was a critical factor towards the realization of the potential benefits of the technology. However, studies have also shown that most teachers were still at the initial adoption stage of mobile learning technologies…
Descriptors: Telecommunications, Handheld Devices, Technological Literacy, Pedagogical Content Knowledge
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Jong, Morris Siu-yung – British Journal of Educational Technology, 2019
Gamified Authentic Mobile Enquiry in Society (GAMES) is a GPS-supported mobile application for gamifying social enquiry learning in outdoor environments. Teachers are always the "educational innovation gatekeepers" in schools. This paper reports on a 3-year study in which the Stages of Concern model was employed as a quantitative…
Descriptors: Teaching Methods, Geographic Information Systems, Telecommunications, Handheld Devices
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Song, Yanjie; Yang, Yin – Research-publishing.net, 2020
The purpose of this study was to investigate the effect of a mobile User-Generated-Content (m-UGC) tool on enhancing primary students' vocabulary learning motivation and learning outcomes. A total of 40 primary students in Hong Kong participated in this study. The results showed using the m-UGC tool could increase primary students' learning…
Descriptors: Elementary School Students, Vocabulary Development, Telecommunications, Handheld Devices
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Chen, Jason Chi Wai – International Journal of Music Education, 2020
This pilot study focuses on the use of mobile tablets to allow secondary students to compose in class with the application "GarageBand." The empirical research has two aims: to demonstrate the possibility of using mobile tablets as a composing device, and to examine professional practices for using mobile technologies in music learning.…
Descriptors: Telecommunications, Handheld Devices, Secondary School Students, Musical Composition
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Lau, Eva Yi Hung; Lee, Kerry – Early Education and Development, 2021
This study explored parents' views on kindergarten and primary school students' distance learning experience and support needed as well as the amount of time children spend on screen media at home during COVID-19 class suspension. Between February 19 and 22, 2020, three weeks after classes were suspended in Hong Kong, responses from 6,702 parents…
Descriptors: Mass Media Use, Computer Use, Parent Attitudes, Kindergarten
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Tavernier, Monika; Hu, Xiao – Educational Media International, 2020
Early childhood teachers introduced mobile learning activities and educational software to the children's in-class learning activities. This qualitative study implemented one constructive creation app in two early childhood classrooms. It designed, implemented and evaluated the effectiveness of pedagogy practices (PP) for the meaningful…
Descriptors: Telecommunications, Computer Assisted Instruction, Early Childhood Education, Computer Software
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Kong, Siu Cheung – Journal on Excellence in College Teaching, 2018
The article presents the learning outcomes of students after walking through a learning trail on academic integrity in a university. With an academic integrity framework and a scoring rubric, students' reflection texts on academic integrity written before and after completing the trail was analyzed by the counting of matching keywords and a…
Descriptors: Ethics, Integrity, Outcomes of Education, Student Attitudes
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Lee, Amy Wai Sum – Journal on Excellence in College Teaching, 2018
Academic integrity is a quality that all university students must understand and practice. Despite it being a compulsory part of the curriculum in any discipline, cases of violation still arise, suggesting an ineffective learning experience. The author addresses two issues in the teaching of academic integrity--content materials and modes of…
Descriptors: Humanities, Integrity, Learning Experience, Teaching Methods
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Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Ma, Qing – Computer Assisted Language Learning, 2017
Emerging mobile technologies can be considered a new form of social and cultural artefact that mediates people's language learning. This multi-case study investigates how mobile technologies mediate a group of Hong Kong university students' L2 learning, which serves as a lens with which to capture the personalised, unique, contextual and…
Descriptors: Telecommunications, Educational Technology, College Students, Case Studies
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Song, Yanjie; Kapur, Manu – Educational Technology & Society, 2017
The paper reports a quasi-experimental study comparing the "traditional flipped classroom" pedagogical design with the "productive failure" (Kapur, 2016) pedagogical design in the flipped classroom for a 2-week curricular unit on polynomials in a Hong Kong Secondary school. Different from the flipped classroom where students…
Descriptors: Quasiexperimental Design, Blended Learning, Teaching Methods, Technology Uses in Education
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Jong, Morris Siu-yung; Tsai, Chin-Chung – Interactive Learning Environments, 2016
Our work is within the context of the ubiquitous discussion about adopting mobile devices to offer school-age students new learner-centric learning opportunities. Leveraging location-based context-aware mobile technology, based on the theoretical foundation of constructivist learning, we have developed "EduVenture," an integrated mobile…
Descriptors: Telecommunications, Handheld Devices, Outdoor Education, Adventure Education
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Lai, Arthur – Interactive Learning Environments, 2016
Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…
Descriptors: Immersion Programs, Telecommunications, Handheld Devices, Teaching Methods
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