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Tsai, Shu-Chiao – Journal of Educational Computing Research, 2023
Due to the outbreak of COVID 19, an online bilingual curriculum was conducted via "Google Meet." The learning material was developed and implemented by using a smartphone application, STEMUP, based on augmented reality (AR) and automatic speech recognition (ASR) technologies. This study investigated the oral performance and perceptions…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, College Students
Elyakim, Nitzan; Reychav, Iris; Offir, Baruch; McHaney, Roger – Journal of Educational Computing Research, 2019
The current study demonstrates how blended learning using location-based mobile-learning experiences can be improved when student preparation is enhanced with techniques informed by the theory of Mediated Learning Experience (MLE). Our experiment used a sample of 216 junior-high students within the context of school field trips. Tablet computers…
Descriptors: Blended Learning, Handheld Devices, Junior High School Students, Field Trips
Kay, Robin; Benzimra, Daniel; Li, Jia – Journal of Educational Computing Research, 2017
Previous research on distractions and the use of mobile devices (personal digital assistants, tablet personal computers, or laptops) have been conducted almost exclusively in higher education. The purpose of the current study was to examine the frequency and influence of distracting behaviors in Bring Your Own Device secondary school classrooms.…
Descriptors: Foreign Countries, Influence of Technology, Attention Control, Handheld Devices
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
Tsai, Yueh-Feng Lily; Kaufman, David M. – Journal of Educational Computing Research, 2009
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Descriptors: Animals, Empathy, Student Attitudes, Elementary School Students