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Ott, Torbjörn; Tiozzo, Marco – International Journal of Mobile and Blended Learning, 2022
Digital media and connected technologies have brought about some new ethical challenges to the surface. Digital media ethics is the scientific and systematic study of ethical attitudes and problems in relation to the use of digital media. This paper discusses the role of digital media ethics in modern school education. First, it is argued that…
Descriptors: Blended Learning, Ethics, Barriers, Technological Literacy
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MacCallum, Kathryn; Parsons, David – International Journal of Mobile and Blended Learning, 2022
Physical field trips have long been used in education, but virtual field trips are increasingly being used to enhance them. This article focuses on the use of mixed reality to enhance a physical field trip before, during, and after the field experience as part of a project in teacher professional development. The context is a field trip to a…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Radhakrishnan, Madhubala – International Journal of Mobile and Blended Learning, 2021
Mobile-based learning provides new experience to the learners to learn anything from anywhere and anytime by using their portable or mobile device. Vast educational contents and also different media formats can be supported by the mobile devices. Access speed of those materials has also improved a lot. With this advancement, providing required…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Traxler, John M. – International Journal of Mobile and Blended Learning, 2017
In the countries of the global South, the challenges of fixed infrastructure and environment, the apparent universality of mobile hardware, software and network technologies and the rhetoric of the global knowledge economy have slowed or impoverished the development of appropriate theoretical discourses to underpin learning with mobiles. This…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Scarlatos, Lori; Engoron, Eric; Block, Pamela; Evans, Cassandra – International Journal of Mobile and Blended Learning, 2019
A common problem for people with disabilities, particularly those who rely on mobility devices, is learning to navigate a new environment. This is especially troublesome for students who are attending a new university and need to figure out how to get from one place to another. All Together Now is a mobile multi-player cooperative game developed…
Descriptors: Students with Disabilities, Game Based Learning, Advocacy, Handheld Devices
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Sharples, Mike; Aristeidou, Maria; Villasclaras-Fernández, Eloy; Herodotou, Christothea; Scanlon, Eileen – International Journal of Mobile and Blended Learning, 2017
The authors describe the design and formative evaluation of a sensor toolkit for Android smartphones and tablets that supports inquiry-based science learning. The Sense-it app enables a user to access all the motion, environmental and position sensors available on a device, linking these to a website for shared crowd-sourced investigations. The…
Descriptors: Computer Oriented Programs, Handheld Devices, Active Learning, Inquiry
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Burden, Kevin; Kearney, Matthew – International Journal of Mobile and Blended Learning, 2018
Mobile technologies have been described as 'boundary' objects which enable teachers and learners to transcend many of the barriers such as rigid schedules and spaces which have hitherto characterised traditional forms of education. However, educators need to better understand how to design learning scenarios which genuinely exploit the unique…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Schmitz, Birgit; Klemke, Roland; Specht, Marcus – International Journal of Mobile and Blended Learning, 2013
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Telecommunications