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Jason K. McDonald – International Journal of Designs for Learning, 2019
This case describes the redesign of a mobile eReader application. The purpose of the redesign was to convert an existing eReader from a means of only reading books into a tool for informal learning. The case reports how the design team's definition of informal learning evolved throughout the product development process, and how design decisions…
Descriptors: Informal Education, Handheld Devices, Books, Electronic Publishing
Hirsh-Pasek, Kathy; Zosh, Jennifer M.; Hadani, Helen Shwe; Golinkoff, Roberta M.; Clark, Kevin; Donohue, Chip; Wartella, Ellen – Center for Universal Education at The Brookings Institution, 2022
As technology advances to bring new immersive and imaginary worlds, how children are educated and how teachers are prepared must also advance to meet these new opportunities. Today, as the metaverse infrastructure is still under construction, researchers, educators, policymakers, and digital designers have a chance to lead the way rather than get…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Practices, Educational Technology
O'Neill, Barbara – Journal of Extension, 2019
It is not enough to simply post text in social media messages. Tweets with images garner three times more engagement, such as through likes, retweets, follows, clicks, and comments. Social media messages without accompanying visuals are a missed opportunity. This article describes 10 simple tools and accompanying techniques for creating attractive…
Descriptors: Social Media, Telecommunications, Handheld Devices, Video Technology
Clendinneng, D.; Yeratziotis, A.; Vanezi, E.; Costa, T.; Muscat, L.; Cassar, M.; Filomeno, L.; MacDonald, C. J.; Mettouris, C.; Papadopoulos, G. A.; La Torre, G. – Cogent Education, 2022
Digital Education Initiatives and Timely Solutions (DIG-IT) is an Erasmus+ project collaboration between university academics, clinical educators, industry partners, healthcare professionals, and technology experts over 5 European Union (EU) states. The objectives are to create digital educational capacity for academic faculty and mobile learning…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
Huynh, Minh; Ghimire, Prashant – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: As smartphones proliferate, many different platforms begin to emerge. The challenge to developers as well as IS [Information Systems] educators and students is how to learn the skills to design and develop apps to run on cross-platforms. Background: For developers, the purpose of this paper is to describe an alternative to the complex…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Technology Uses in Education
Wartella, Ellen, Ed. – Society for Research in Child Development, 2019
The effects of using interactive media have been well studied among young children and adolescents but remain understudied for middle childhood (ages 6-12 years). Children and youth of this age comprise much of the pre-adult population that uses digital games and apps. The Every Student Succeeds Act says that states must give students access to…
Descriptors: Children, Preadolescents, Video Games, Computer Oriented Programs
Shuhong Luo; John W. Creswell – International Journal of Designs for Learning, 2016
We present the story of how we designed and developed an application that provides expert consultation in mixed methods research--the "Mixed Methods Research Design App." We provide a description of the key design decisions, the design failures, the related revisions made during the process of designing the app, and the contribution to…
Descriptors: Mixed Methods Research, Computer Oriented Programs, Computer Software, Research Training
Kim, Yanghee; Smith, Diantha – Interactive Learning Environments, 2017
The ubiquity and educational potential of mobile applications are well acknowledged. This paper proposes six theory-based, pedagogical strategies to guide interaction design of mobile apps for young children. Also, to augment the capabilities of mobile devices, we used a humanoid robot integrated with a smartphone and developed an English-learning…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Young Children
Fletcher-Watson, Sue – TechTrends: Linking Research and Practice to Improve Learning, 2015
The proliferation of mobile technologies and apps raises questions for researchers in the field of educational technology. Many apps are marketed as having impact on learning or therapeutic outcome in populations with additional support needs. This paper briefly outlines three possible academic responses to the rise of therapeutic technologies for…
Descriptors: Educational Technology, Telecommunications, Computer Oriented Programs, Autism
Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
Martin, Nancy L.; Soares, Andrey – Information Systems Education Journal, 2016
In this paper, we report on our experience as rookies organizing, funding, and running a summer computing camp for middle school girls. The focus of the camp was building mobile applications using App Inventor. The three day/two night camp targeted girls in rural, high poverty school districts and was funded through an award from the National…
Descriptors: Middle School Students, Females, Summer Programs, Design
Villavicencio, Adriana; Schwab, Ben; Lafayette, Camille – Research Alliance for New York City Schools, 2016
School districts across the country are increasingly seeking out digital tools to support the work of educators, in the hopes of improving students' academic achievement. With the rapid emergence of this new market, many districts have been challenged by the task of identifying and procuring educational technology (ed-tech) products that match the…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Program Development
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Calle-Martínez, Cristina; Yanes, Lourdes Pomposo; Pareja-Lora, Antonio – Research-publishing.net, 2016
Little by little, (or, simply, MALL) is taking force in the field of education, as it supports language blended learning and language learning ubiquity. The study presented here belongs in the Social Ontology-based Cognitively Augmented Language Learning Mobile Environment (SO-CALL-ME) research project, whose final aim is to design and create…
Descriptors: Business, Computer Oriented Programs, Handheld Devices, Telecommunications
Vaala, Sarah; Ly, Anna; Levine, Michael H. – Joan Ganz Cooney Center at Sesame Workshop, 2015
In previous research the "Joan Ganz Cooney Center" and "New America" have characterized the children's educational app market as a "Digital Wild West" (Guernsey, Levine, Chiong & Severns, 2012; Shuler, 2011). The marketplace is chock full of choices but lacks essential information to aid parents' and educators'…
Descriptors: Computer Oriented Programs, Educational Technology, Literacy Education, Marketing