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Knoth, Alexander; Kiy, Alexander; Müller, Ina; Klein, Mathias – Technology, Knowledge and Learning, 2020
Mobile applications are suitable as a structural possibility for students beginning their studies. Using the app "Reflect.UP," students are encouraged to reflect on the organization, contents, and objectives of their studies. This article focuses on how students can acquire the academic ability to consider their own actions, which is an…
Descriptors: Expectation, Reflection, Handheld Devices, Educational Technology
Kwong, Theresa; Wong, Eva; Yue, Kevin – Technology, Knowledge and Learning, 2017
This paper reports the learning analytics on the initial stages of a large-scale, government-funded project which inducts university students in Hong Kong into consideration of academic integrity and ethics through mobile Augmented Reality (AR) learning trails--Trails of Integrity and Ethics (TIEs)--accessed on smart devices. The trails immerse…
Descriptors: College Students, Foreign Countries, Integrity, Ethics
Meredith, Tamara R. – Technology, Knowledge and Learning, 2015
Augmented reality (AR) has been used and documented for a variety of commercial and educational purposes, and the proliferation of mobile devices has increased the average person's access to AR systems and tools. However, little research has been done in the area of using AR to supplement traditional library services, specifically for patrons aged…
Descriptors: Library Services, Elementary School Students, Handheld Devices, Computer Software
Fisher, Brian; Lucas, Timothy; Galstyan, Araksi – Technology, Knowledge and Learning, 2013
Traditionally, research on technology in mathematics education focuses on interactions between the user and the technology, but little is known about how technology can facilitate face-to-face interaction among students. We will explore the role that iPads versus traditional laptops play in shaping the learning spaces in which students explore…
Descriptors: Mathematics Education, Handheld Devices, Laptop Computers, Calculus