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Showing 1 to 15 of 20 results Save | Export
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Olga Agatova; Alexander Popov; Suad Abdalkareem Alwaely – Interactive Learning Environments, 2024
The paper examines the special aspects of using Big Data technology in education. The population was made up of 356 third-year university students. To study Big Data technology, a questionnaire was used where respondents rated: cloud technology; apps; Massive Open Online Courses (MOOCs) and digital learning platforms. The study suggested that the…
Descriptors: Data Use, Learning Processes, Technology Uses in Education, Information Storage
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Pavel Smutny – Interactive Learning Environments, 2023
The benefits and opportunities of using virtual reality (VR) in education have been the subject of research for several decades. Descriptions of individual VR applications can be found in the literature, but there is no structured analysis of these applications on the market. This study analyses the market of VR educational applications in 2019 -…
Descriptors: Computer Simulation, Simulated Environment, Computer Oriented Programs, Technology Uses in Education
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Hüseyin Ates; Rabia Meryem Yilmaz – Interactive Learning Environments, 2024
This study was conducted to understand pre-service and in-service teachers' intentions to use mobile-based assessment in classes by integrating theory of planned behaviour, technology acceptance model, and self-determination theory into one conceptual framework. Data were analysed using the structural equation model (SEM). Results of SEM from a…
Descriptors: Teacher Behavior, Intention, Handheld Devices, Telecommunications
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Ahmed Tlili; Natalia Padilla-Zea; Juan Garzón; Yiping Wang; Kinshuk Kinshuk; Daniel Burgos – Interactive Learning Environments, 2023
With the rapid evolution of mobile technology, the adoption of mobile learning in education has also increased. Several studies have conducted various systematic literature reviews to discuss mobile learning from different perspectives, such as its advantages and limitations. However, limited attention has been paid to pedagogy in mobile learning.…
Descriptors: Computer Oriented Programs, Technology Uses in Education, Technology Integration, Educational Technology
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Stojanovic, Danijela; Bogdanovic, Zorica; Petrovic, Luka; Mitrovic, Svetlana; Labus, Aleksandra – Interactive Learning Environments, 2023
In this paper we present an approach to employing pervasive technologies, such as IoT and mobile technologies, in secondary education. The goal is to develop a comprehensive methodology, IoT infrastructure and a mobile application that would enable secondary students to test their knowledge in interaction with a smart environment. We have…
Descriptors: Learning Processes, Secondary School Students, Technology Uses in Education, Handheld Devices
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Gutiérrez-Colón, Mar; Frumuselu, Anca Daniela; Curell, Hortènsia – Interactive Learning Environments, 2023
Mobile-assisted language learning (MALL) is a fast-developing field that is constantly growing and evolving in education. There is a lack of publications focusing on implementation studies of MALL as a means to enhance second language/foreign language (L2) reading comprehension. Building on Burston's (2013). Mobile-Assisted Language Learning: a…
Descriptors: Handheld Devices, Second Language Learning, Reading Comprehension, Program Implementation
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Benazir Quadir; Jie Chi Yang; Wei Wang – Interactive Learning Environments, 2024
Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps…
Descriptors: Handheld Devices, Educational Technology, Computer Oriented Programs, English (Second Language)
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Hanieh Shafiee Rad; Rasoul Alipour; Aliakbar Jafarpour – Interactive Learning Environments, 2024
Technology and artificial intelligence (AI) advancements are increasingly impacting second language (L2) learning, particularly in writing skills development. Motivated students seeking writing feedback can benefit from AI implementation, with writing feedback literacy being crucial for effective use. Engaged students with specific writing goals…
Descriptors: Artificial Intelligence, Writing (Composition), Feedback (Response), Literacy
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Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
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Viktor Shurygin; Tatyana Anisimova; Raushan Orazbekova; Nikolay Pronkin – Interactive Learning Environments, 2024
Teachers are increasingly incorporating new learning materials into their classes: mobile apps, VR, and other results of humanity's digital development. The aim of the study was to compare the impact of the traditional approach to teaching mathematics and the use of MalMath application on the academic performance of students in terms of conceptual…
Descriptors: Mathematics Teachers, Preservice Teachers, Preservice Teacher Education, Mathematics Instruction
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Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
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Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
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Liu, Chenchen; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Early Childhood Education
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Nedungadi, Prema; Devenport, Kathryn; Sutcliffe, Rita; Raman, Raghu – Interactive Learning Environments, 2023
The adult learning ecology has expanded to include digital access, requiring enhancement of theories in the specific context of low-literate learners who may not have previously benefited from educational technology. The Digital Learning Ecology (DLE) framework identifies the three dimensions of context, design, and motivation, considering…
Descriptors: Adult Learning, Adult Literacy, Cognitive Processes, Multimedia Instruction
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