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Showing 1 to 15 of 58 results Save | Export
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Pérez Cortés, Luis E.; Ha, Jesse; Su, Man; Nelson, Brian; Bowman, Catherine; Bowman, Judd – Educational Technology Research and Development, 2023
This study explores the feasibility of forming detailed inferences about museum visitor behavior based on analysis of data collected via "Dr. Discovery"--a mobile question-and-answer app. We analyzed 5656 questions asked by 795 visitor groups recorded by Dr. Discovery across two museums in the American Southwest. Analysis of this data…
Descriptors: Museums, Behavior, Handheld Devices, Questionnaires
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Su, Man; Ha, Jesse; Cortés, Luis E. Pérez; Bernier, Jeremy; Yan, Lin; Nelson, Brian C.; Bowman, Judd D.; Bowman, Catherine D. D. – Educational Technology Research and Development, 2023
Question-asking is essential for reasoning, understanding, and investigating scientific problems within and beyond traditional classrooms. Nevertheless, questions generated in formal and informal learning environments can be infrequent and unsophisticated. This study explores museum visitors' question-asking quality by considering their…
Descriptors: Museums, Questioning Techniques, Computer Oriented Programs, Handheld Devices
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Valentine, Keri Duncan; Jensen, Lucas John – Educational Technology Research and Development, 2021
This phenomenological study opens up the embodied nature of play, adding to the field's understanding of embodiment as it manifests in a non-standardized (outside formal education) realm of human experience. The location-aware, augmented reality mobile game, "Pokémon Go," provided a viable context to consider the ways the game/device,…
Descriptors: Handheld Devices, Video Games, Play, Physical Activities
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Alam, Sabrina Shajeen; Dubé, Adam Kenneth – Educational Technology Research and Development, 2022
The present paper documents the design and development of a mobile mathematics application targeted to improve magnitude representation skills. Educational experts worked together with an app developer with the goal of creating an educational app as a math learning tool for children 5-8 years old. The description of the app design processes…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Mathematics Skills
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Linda Castañeda; Victoria I. Marín; Daniel Villar-Onrubia – Educational Technology Research and Development, 2024
Technology-mediated interactions and datafication are increasingly central in contemporary social dynamics and institutions, including teaching and learning processes. In order to fully understand the complex entanglements of human and non-human actants that emerge in postdigital education, it is essential to imagine new methodological approaches…
Descriptors: Learning Activities, Topology, Learning Processes, Technology Uses in Education
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Huynh, Thu-Nguyet; Lin, Chi-Jen; Hwang, Gwo-Jen – Educational Technology Research and Development, 2022
The widespread availability of mobile phones has facilitated mobile learning and ubiquitous learning in language education. Although numerous benefits have been documented, the evidence for speaking fluency enhancement is relatively scant. Firmly grounded in humans' cognitive structure and learners' prior knowledge, this study proposes a…
Descriptors: Photography, Telecommunications, Handheld Devices, Second Language Learning
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Lee, Yen-Mei; Jahnke, Isa; Austin, Linda – Educational Technology Research and Development, 2021
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning…
Descriptors: Handheld Devices, Learning Activities, Instructional Design, Journalism Education
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Gao, Fei; Li, Lan; Sun, Yanyan – Educational Technology Research and Development, 2020
Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were…
Descriptors: Electronic Learning, Game Based Learning, STEM Education, Handheld Devices
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Lee, Hye Kyung; Choi, Ahram – Educational Technology Research and Development, 2020
The study presents results of a tablet-based math game intervention to enhance early numeracy skills of children in Tanzania. Standard level 1 children (n = 122), attending a rural primary school, were randomly allocated to either intervention or control group. The intervention group participated in a daily intervention session for 46 days.…
Descriptors: Numeracy, Mathematics Skills, Handheld Devices, Game Based Learning
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Daryl Axelrod; Jennifer Kahn – Educational Technology Research and Development, 2024
This paper extends research that looks at the intersection of multimodal composing and maker education. We present findings from a fourth iteration of a multidisciplinary classroom design study in which high school youth made digital comics based on literary novels in an 11th grade language arts classroom in a predominantly Hispanic, low-SES,…
Descriptors: High School Students, Grade 11, Language Arts, Cartoons
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Wetzel, Stefanie; Bertel, Sven; Montag, Michael; Zander, Steffi – Educational Technology Research and Development, 2020
Spatial skill assessment and training are promising fields of application for tablets, as touch-based interaction can prime and support mental transformations of spatial knowledge. We report on a study with 49 secondary school students who used our iPad app to solve mental and physical rotation tasks. During physical rotation, students were able…
Descriptors: Spatial Ability, Handheld Devices, Early Adolescents, Problem Solving
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Nelson, Brian C.; Bowman, Catherine D. D.; Bowman, Judd D.; Pérez Cortés, Luis E.; Adkins, Adrianna; Escalante, Edgar; Owen, Brooke L.; Ha, Jesse; Su, Man – Educational Technology Research and Development, 2020
This study examines the impact of a mobile game app on science museum visitors' level of engagement with exhibit content, compared to a non game-based version of the same app. Ask Dr. Discovery (Dr. D) is a question-asking app containing two versions: a Game Mode employing casual game mechanics and an Ask Mode providing a baseline version. We…
Descriptors: Computer Games, Museums, Science Education, Exhibits
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Joanna Kic-Drgas; Ferit Kiliçkaya – Educational Technology Research and Development, 2024
This study explores the digital self-regulatory practices of English as a Foreign Language (EFL) pre-service teachers via mobile applications in the post-pandemic era. The research is motivated by the need to address the absence of literature on the self-regulatory learning behaviours of EFL pre-service teachers in the aftermath of the…
Descriptors: Electronic Learning, Independent Study, Handheld Devices, Computer Oriented Programs
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Sun, Zhong; Lin, Chin-Hsi; Lv, Kaiyue; Song, Jie – Educational Technology Research and Development, 2021
Mobile serious games are increasingly utilized as educational tools in elementary schools, and a considerable body of research has focused on evaluating such games' educational effectiveness. However, such work has generally ignored learning processes, and especially how knowledge is constructed. Given the important role of knowledge construction…
Descriptors: Telecommunications, Handheld Devices, Elementary School Students, Educational Games
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Park, Soyoung – Educational Technology Research and Development, 2019
This paper explores another format for mobile learning (mLearning) content consisting of Still Pictures, Audio, and Text (SPAT; Rha, Instructional contents delivery through SPAT format in mobile environment: introduction to gglearn system, Global Knowledge Alliance International Forum, 2015) by considering a variety of mLearning needs. SPAT-based…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Illustrations
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