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Chen, I-Chien; Rocha-Beverly, Christel; Schneider, Barbara – Journal of Research on Technology in Education, 2022
Init2Winit, a gamified mobile application designed to increase students' alignment knowledge between college, career, and salary expectations has been beta-tested in midwestern urban and rural U.S. high schools (age 14-18). Students earn different points in the game when their educational expectations and expected annual income are matched with…
Descriptors: Telecommunications, Handheld Devices, Educational Games, High School Students
Howard, Brendan James – ProQuest LLC, 2017
The iPad and other mobile devices have become so popular over the past few years that many school districts are purchasing these devices and implementing them in the classroom with little to no research. Because there has been no previous research at one rural school district in Michigan, the primary purpose of this quantitative causal-comparative…
Descriptors: Grade 11, Educational Technology, Technology Uses in Education, Handheld Devices
Cowdery, Joan; Majeske, Paul; Frank, Rebecca; Brown, Devin – American Journal of Health Education, 2015
Background: Although there are thousands of health and fitness smartphone apps currently available, little research exists regarding the effects of mobile app technology on physical activity behavior. Purpose: The purpose of this study was to test whether Exergame smartphone applications increase physical activity levels. Methods: This was a…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Physical Activity Level

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