NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Type
Reports - Research14
Journal Articles11
Information Analyses1
Tests/Questionnaires1
Audience
Laws, Policies, & Programs
Adult Education Act 19661
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 14 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Beatriz Ortega-Ruipérez; Ana Pereles; Miguel Lázaro – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: The aim of the study is to test whether the perception of self-regulated learning during text reading in online teacher education is improved by using a digital tool for the use of metacognitive strategies for planning, monitoring, and self-assessment. Background: The use of self-regulated learning is important in reading skills, and…
Descriptors: Reading, Online Courses, Teacher Education Programs, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Eryilmaz, Selami – Turkish Online Journal of Educational Technology - TOJET, 2021
Many definitions of education have been made from past to present. The definition of education, which is generally defined as the process of creating behaviour change in the desired direction in individuals, has a history as old as human history. From another point of view, education is the sum of the process that takes the individual from birth…
Descriptors: Teacher Attitudes, Student Attitudes, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Costello, Robert; Smith, Lucy – International Journal of Adult Education and Technology, 2022
Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon…
Descriptors: Electronic Learning, Handheld Devices, Well Being, Anxiety
Peer reviewed Peer reviewed
Direct linkDirect link
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Smiley, Sabrina L.; Wang, Sherry C.; Kierstead, Elexis C.; Smiley-Dower, Alisa; Hamilton, Alison B.; Milburn, Norweeta G. – Journal of LGBT Youth, 2020
Introduction: Little is known about geosocial networking dating application use among young Black gay and bisexual men (YBGBM), a group severely affected by HIV in the United States. The purpose of this study was to explore: (1) How YBGBM describe motivations to use Jack'd; (2) How YBGBM describe and experience meeting romantic-sexual partners on…
Descriptors: Cultural Influences, African Americans, Homosexuality, Health Promotion
Peer reviewed Peer reviewed
Direct linkDirect link
Chae, Jiyoung – Health Education & Behavior, 2018
This study investigated sociodemographic, health-related, technological, and motivational factors associated with having health-related apps. Focusing on motivational factors, this study chose five general healthy intentions (about fruit, vegetable, and soda intake, weight control, and amount of exercise) and examined whether those with intention…
Descriptors: Profiles, Computer Oriented Programs, Individual Characteristics, Intention
Peer reviewed Peer reviewed
Direct linkDirect link
Gevarter, Cindy; O'Reilly, Mark F.; Sammarco, Nicolette; Watkins, Laci; Kuhn, Michelle; Sigafoos, Jeff – Education and Training in Autism and Developmental Disabilities, 2018
The purpose of this study was to evaluate the effects of different speech-generating device displays and vocabulary organizations on the acquisition of multi-step requesting responses in children with autism spectrum disorder (ASD). Four young children with ASD were taught to use an iPad® application to make requests using both a taxonomically…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Harris, Brandonn S.; Melton, Bridget; Bland, Helen; Carpentier, Ashleigh; Gonzales, Jilian; Catenacci, Kelley – American Journal of Health Education, 2018
Background: Minority women have demonstrated higher rates of health disparities associated with lower levels of physical activity, a finding prevalent among college-aged individuals. Though these health disparities occur given a variety of factors, novel, technology-based interventions are being developed to increase physical activity, with Social…
Descriptors: Physical Activity Level, African American Students, College Students, Females
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Vogel, Doug; Kennedy, David; Kwok, Ron Chi-Wai – Journal of Interactive Learning Research, 2009
Assessing the impact on learning of the use of mobile devices and associated applications is a complex challenge. This article reports on progress to date in a longitudinal study using a design research approach with three cohorts of 800 students each. Results are encouraging in terms of learning enhancement through select mobile application by a…
Descriptors: Handheld Devices, Computer Oriented Programs, Learning, Electronic Learning
Betz, Nancy E.; Weiss, David J. – 1976
The effects of providing immediate knowledge of results (KR) and adaptive testing on test anxiety and test-taking motivation were investigated. Also studied was the accuracy of student perceptions of the difficulty of adaptive and conventional tests administered with or without immediate knowledge of results. Testees were 350 college students…
Descriptors: Ability, Achievement Tests, Anxiety, Branching
Gattiker, Urs E. – 1989
This paper provides an overview of past research on training employees for computer-mediated work. Recent literature is reviewed and critically analyzed using a four-part framework of individual differences and skill acquisition: sociodemographic factors, abilities and motivation, task constraints, and the man-technology interface. Furthermore, a…
Descriptors: Cognitive Processes, Computer Literacy, Computer Oriented Programs, Foreign Countries
Small, Hazel Christine – 1970
The monograph reports the problem, design, and findings of graduate student research directly related to adult basic education teacher training. The objectives of this experiment were to assess: (1) the degree of relationship among reinforcement, learning, and self-concept for adults using computer assisted instruction (CAI); (2) changes in…
Descriptors: Adult Basic Education, Adult Learning, Adults, Computer Assisted Instruction