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Hefter, Markus H. – Technology, Knowledge and Learning, 2023
The rising prevalence of online courses and ubiquitous smartphone use pose challenges to researchers and instructors. Open questions concern the effectiveness of digital interventions under unsupervised non-lab conditions, as well as potential associations between interruptions, smartphone usage, and learning. We experimentally tested a web-based…
Descriptors: Online Courses, Educational Technology, Telecommunications, Handheld Devices
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Hembre, Oda J.; Warth, Line Lundvoll – Technology, Knowledge and Learning, 2020
iPads have become increasingly popular as tools for teaching in early education. With their multifaceted and interactive affordances as handheld and mobile devices, they have been ascribed great potential to change and expand on classroom practice. However, the iPad often becomes just another technology hype in education, and explanations often…
Descriptors: Handheld Devices, Technology Uses in Education, Affordances, Educational Environment
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Nuhoglu Kibar, Pinar; Gündüz, Abdullah Yasin; Akkoyunlu, Buket – Technology, Knowledge and Learning, 2020
Flipped learning is a type of blended learning that reverses traditional conceptions about pre-class and in-class activities. This pedagogical approach offers students the opportunity to exert more control over their learning. However, teachers should monitor whether in-class activities deepen pre-learning. In this paper, we present students'…
Descriptors: Blended Learning, Handheld Devices, Student Attitudes, Preferences
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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Technology, Knowledge and Learning, 2021
?eachers seek to attract students' attention by demonstrating the relevance of learning content to daily activities and enhancing their students' self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games.…
Descriptors: Barriers, Computer Games, Game Based Learning, Preservice Teachers
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Ashley M. Stack; Kausalai Wijekumar; Elsa Cárdenas-Hagan – Technology, Knowledge and Learning, 2024
Reading comprehension is the ultimate goal of learning to read, as the understanding of text is at the root of the purpose for reading, whether reading for pleasure or reading to learn. At-home reading practices can vary widely family to family -- some families have the knowledge and resources to read effectively with their children, while others…
Descriptors: Reading Comprehension, Literacy Education, Program Descriptions, Spanish
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Philip, Thomas M.; Schuler-Brown, Sarah; Way, Winmar – Technology, Knowledge and Learning, 2013
As Big Data becomes increasingly important in policy-making, research, marketing, and commercial applications, we argue that literacy in this domain is critical for engaged democratic participation and that peer-generated data from mobile technologies offer rich possibilities for students to learn about this new genre of data. Through the lens of…
Descriptors: Data, Handheld Devices, Citizen Participation, Computer Literacy