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Fang-Ying Yang; Yuan-Li Liu; Shih-Chieh Chien; Yi-Wen Hung – Educational Technology & Society, 2025
In this study, an interactive science learning app on the topic of plate tectonics was developed for tablets to promote argumentative reasoning. The app guided learners through learning stages that required them to propose arguments, identify relevant evidence, acquire background knowledge, and engage in argumentative reasoning in different…
Descriptors: Abstract Reasoning, Persuasive Discourse, Visual Perception, Attention
Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
DiCarlo, Cynthia F.; Deris, Aaron R.; Deris, Thomas P. – Journal of Behavioral Education, 2023
The purpose of this study was to investigate the impact of mLearning or mobile device practice on the attention and accuracy of student's use of math concepts, specifically, telling time. A single subject, alternating treatment design was used to compare mLearning to paper and pencil practice in four 3rd grade male students. Results were mixed;…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Attention
Maya Murad; KC Collins – Canadian Journal of Learning and Technology, 2024
Procrastination is a prevalent issue among university students and leads to long-term negative impacts on academic performance as well as mental health and quality of life. This paper investigated StudyTracker, a self-tracking digital application (app) that we developed for university students to use to track their study sessions. The app provided…
Descriptors: Computer Oriented Programs, Attention, Self Management, Data Collection
Neuwirth, Lorenz S. – Journal of College Student Retention: Research, Theory & Practice, 2022
Cellular phone distractions inhibit faculty delivering and students learning the curriculum by reducing student attendance and active engagement. Arguably, cellular phone usage during precious class times can be a risk factor for student attrition, but scarce solutions have been offered to address this problem in colleges. The Flipd App, a…
Descriptors: Telecommunications, Handheld Devices, Attention, Computer Use
Zhukova, Marina A.; Kilani, Hechmi; Garcia, Jessica L.; Tan, Mei; Parell, Paul D.; Hein, Sascha; Grigorenko, Elena L. – Grantee Submission, 2020
Digital media is becoming increasingly prevalent in households and classroom settings lowering the age of first exposure to technology; however, little is known about how children experience digital media and how their experiences relate to learning and social engagement. In this case study, we followed a 28-month-old boy in a naturalistic setting…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Interpersonal Relationship
Polychronis, Shamby C.; Johnson, Andrea; Thelin, Russell J.; Eggett, Dennis L.; Christensen, Jaime – Focus on Autism and Other Developmental Disabilities, 2023
The use of mobile applications (apps) is popular among parents and teachers due to their cost-effectiveness and ease of implementation, and the number of apps with the specific aim to increase eye contact for children with autism is growing rapidly. However, research is limited to assess the efficiency of the majority of the apps available for…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Autism Spectrum Disorders
Durgungoz, Fatma Canan; Durgungoz, Ahmet – Online Submission, 2021
This research explores the use of touchscreen devices with children with special educational needs and disabilities (SEND) regarding their engagement with schoolwork. The participant children's attention, interaction and success with tablet computers and traditional materials were evaluated to fulfil the research aims. The study was conducted in a…
Descriptors: Students with Disabilities, Educational Technology, Technology Uses in Education, Handheld Devices
Lee, Seungyup; Baek, Jongsoo; Han, Gunhee – Interactive Learning Environments, 2018
Using a secondary device while viewing a primary device (i.e. TV), or media multitasking, is now common. Numerous researchers and practitioners have attempted to introduce secondary devices into education as a new learning environment providing additional information to the user. However, the learning-related effects of using a second screen…
Descriptors: Likert Scales, Questionnaires, Multimedia Instruction, Computer Oriented Programs
Song, Donglei; Ju, Ping; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was…
Descriptors: College Students, Educational Games, Games, Learner Engagement
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Cuesta-Cambra, Ubaldo; Niño-González, José Ignacio; Rodríguez-Terceño, José – Comunicar: Media Education Research Journal, 2017
The use of apps in education is becoming more frequent. However, the mechanisms of attention and processing of their contents and their consequences in learning have not been sufficiently studied. The objective of this work is to analyze how information is processed and learned and how visual attention takes place. It also investigates the…
Descriptors: Cognitive Processes, Computer Oriented Programs, Medicine, Eye Movements
Wolpers, Martin; Najjar, Jehad; Verbert, Katrien; Duval, Erik – Educational Technology & Society, 2007
The information overload in learning and teaching scenarios is a main hindering factor for efficient and effective learning. New methods are needed to help teachers and students in dealing with the vast amount of available information and learning material. Our approach aims to utilize contextualized attention metadata to capture behavioural…
Descriptors: Metadata, Attention, Use Studies, Management Systems

Niemann, Hendrik; And Others – Journal of Consulting and Clinical Psychology, 1990
Evaluated efficacy of computer-assisted attention retraining program with 29 outpatients suffering moderate to severe traumatic brain injury. Subjects were randomly assigned to either retraining or to memory training program that served as control condition. Compared to controls, those subjects who received retraining improved significantly on…
Descriptors: Adults, Attention, Computer Oriented Programs, Head Injuries
Nomeland, Ronald E. – 1973
Research measured the attention of deaf children to captioned visuals using a conjugate reinforcement procedure. The subjects were six deaf children aged eight to 15, whose IQs fell within the normal range. The stimulus material consisted of slides produced from a captioned filmstrip; subjects controlled the presentation of the stimulus via a…
Descriptors: Attention, Audiovisual Aids, Captions, Computer Oriented Programs
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