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Haruo Kodama; Motofumi T. Suzuki; Yoshitomo Yaginuma – Asian Association of Open Universities Journal, 2024
Purpose: The purpose of this paper is to propose the need for an integrated system for the production, authoring, addition and revision of webcast content and a multi-device apps mechanism with rights management for Internet transmission in the perspective of the OUJ course reuse. Design/methodology/approach: This paper designs systems that reuse…
Descriptors: Open Universities, Computer Oriented Programs, Multimedia Materials, Video Technology
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Sylla, Cristina; Gil, Maitê; Pereira, Íris Susana Pires – Literacy, 2022
In this paper, we present a descriptive case study of the Mobeybou materials, a kit of tangible and digital tools aimed at offering young children opportunities to read, create and share intercultural stories. The tools comprise a set of story apps that present interactive, multimodal and intercultural stories for children to make meanings with, a…
Descriptors: Multicultural Education, Story Telling, Computer Oriented Programs, Young Children
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Kervin, Lisa; Comber, B. – Theory Into Practice, 2021
Many young children engage independently and/or collaboratively in self-initiated digital experiences. These experiences vary and may include digital play or gaming, web searching, communication with others, and with curriculum and entertainment-related content. Yet children's digital experiences are contingent upon the design of the technologies…
Descriptors: Foreign Countries, Preschool Children, Books, Technology Uses in Education
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Hatzigianni, Maria; Stephenson, Tanya; Harrison, Linda J.; Waniganayake, Manjula; Li, Philip; Barblett, Lennie; Hadley, Fay; Andrews, Rebecca; Davis, Belinda; Irvine, Susan – International Journal of Child Care and Education Policy, 2023
This national study explored the role of digital technologies in early childhood education and care settings and whether they could contribute to quality improvement as reported by educators and assessors of quality in Australia. In this paper, data from Stage 2 of the Quality Improvement Research Project were used, which comprised 60 Quality…
Descriptors: Foreign Countries, Early Childhood Education, Child Care Centers, Multimedia Materials
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Bodén, Ulrika; Stenliden, Linnéa; Nissen, Jörgen – Journal of Visual Literacy, 2023
This study aims to demonstrate how interactions between a Visual Analytics (VA) application and students shape an interactive and multimodal reading practice. VA is a technology offering support with analysing vast amounts of data through visualisations. Such information-rich interactive interfaces provide possibilities for students to gain…
Descriptors: Visual Literacy, Visual Learning, Secondary Schools, Reading Ability
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Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries
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Lior, Noam – Research in Drama Education, 2020
Multimedia Shakespeare apps include performance materials alongside Shakespeare's text. I examine two innovations across seven such digital Shakespeare projects: combination of Shakespeare performance with text, and the use of digital platforms to place Shakespeare text and performance literally at users' fingertips. Multimedia Shakespeare…
Descriptors: Classical Literature, Drama, Theater Arts, Performance
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Yu, Zhonggen; Yi, Han – International Journal of Mobile and Blended Learning, 2020
Rain Classroom, a mobile learning technology developed in China, has received great popularity. Research into its acceptance and effectiveness, however, remains sparse. Through research instruments, i.e. a questionnaire adapted from the Technology Acceptance Model (TAM), a semi-structured interview and linguistics knowledge tests, both…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Computer Oriented Programs
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Pinyo Wongthong – Journal of Educators Online, 2025
This study investigated the influence of synchronous online learning on students' and parents' perceptions of online learning. The research design was a mixed method approach that utilized survey questions administered to teachers, students, and parents at a demonstration school in Thailand. The findings revealed that Microsoft Teams and Zoom were…
Descriptors: Electronic Learning, Student Attitudes, Parent Attitudes, Synchronous Communication
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Howell, Emily – Reading Teacher, 2017
This teaching tip gives teachers practical applications of the game Pokémon GO for literacy teaching and learning. The author discusses applications of the game for teaching multimodality in upper elementary-school classrooms. The author situates these applications in relevant theoretical perspectives as well as current literacy research.
Descriptors: Teaching Methods, Games, Computer Oriented Programs, Handheld Devices
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Cetinkaya, Levent; Sutcu, Selim Soner – Turkish Online Journal of Distance Education, 2019
The purpose of this study is to determine the effects of the multimedia annotations which were sent through instant messaging application WhatsApp on students' success in English vocabulary acquisition together with their opinions on the educational use of WhatsApp and the multimedia annotations. In the study, mixed method model, which combines…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Vocabulary Development
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Kervin, Lisa; Mantei, Jessica – Reading Teacher, 2017
Storytelling is a practice that enables children to apply their literacy skills. This article shares a collaborative literacy strategy devised to enable children to create multimodal stories about their familiar school environment. The strategy uses resources, including the children's own drawings, images from Google Maps, and the Puppet Pals…
Descriptors: Children, Story Telling, Literacy Education, Learning Strategies
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Styliaras, Georgios – Journal of Educational Multimedia and Hypermedia, 2015
Nowadays, the technological advancement in mobile devices has made possible the development of hypermedia applications that exploit their features. A potential application domain for mobile devices is multimedia educational applications and modules. Such modules may be shared, commented and further reused under other circumstances through the…
Descriptors: Technological Advancement, Handheld Devices, Multimedia Materials, Multimedia Instruction
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Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
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Li, Qiyue; Chen, Zhiwei; Yan, Zhiping; Wang, Cheng; Chen, Zhong – Journal of Chemical Education, 2014
Nuclear magnetic resonance (NMR) spectroscopy has become one of the most powerful technologies to aid research in numerous scientific disciplines. With the development of consumer electronics, mobile devices have played increasingly important roles in our daily life. However, there is currently no application available for mobile devices able to…
Descriptors: Spectroscopy, Chemistry, Handheld Devices, Computer Oriented Programs
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