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Cheng-Yueh Jao; Hui-Chin Yeh; Wan-Rou Huang; Nian-Shing Chen – Computer Assisted Language Learning, 2024
While previous studies have focused on the outcomes of using dubbing apps to foster learner's development of English-speaking ability, this study, grounded in cognitive apprenticeship (CA), is an investigation of the learning processes, which included modeling, coaching, scaffolding, articulation, reflection, and exploration, involved in the use…
Descriptors: Video Technology, Audiovisual Aids, Audio Equipment, Translation
Sarah Ransdell – Distance Learning, 2023
Ransdell and Rieck (2020) found that distance learning was a physical and mental challenge in the first year of the COVID-19 pandemic. The present study compares Zoom, Canvas, and smartphone use from 2020 to 2023, when the COVID-19 pandemic has receded. For many students, phones are used more and larger devices less. Students who realize that…
Descriptors: Handheld Devices, Telecommunications, COVID-19, Pandemics
Pitsoane, Enid; Lethole, Patricia – Open Learning, 2022
Information and communication technology (ICT) not only improved communication in the 21st century, but it also led to rethinking the facilitation of online learning. University students in the information age have access to the internet, chat rooms, Twitter, and other social media. However, the literature reveals that most students use these…
Descriptors: Foreign Countries, Information Technology, Electronic Learning, College Students
Wong, Paulina Pui Yun; Wong, Gary Wai Chung; Techanamurthy, Umawathy; Mohamad, Wan Syukriah Binti; Febriana, Aderina; Chong, James Chit Ming – Knowledge Management & E-Learning, 2022
The importance of social networks has increased in recent decades, yet the use of social learning in higher education is nascent. Little is known how to foster high levels of social learning discourse among students in higher education classrooms. To address this gap, the present study analyses the use of a mobile application (Soqqle) for sharing…
Descriptors: College Students, Computer Oriented Programs, Handheld Devices, Computer Mediated Communication
Bukhatwa, Bothaina; Al Ruqeishi, Eman Nasser Ali; Al Khamisi, Fahad Mohamed Humaid – Shanlax International Journal of Education, 2022
This study aims to investigate the advantages of implementing multimedia resources in the teaching and learning environment of mathematics and statistics. It examines the use of tablet PCs to create video learning resources. Such practices allow lecturers to provide additional learning support to students via the learning platform Moodle. This…
Descriptors: Mathematics Instruction, Statistics, Educational Technology, Computer Uses in Education
Roldán-Álvarez, David; Martín, Estefanía; Haya, Pablo A. – Education Sciences, 2021
Information and Communication Technologies (ICT) provide different opportunities to students with intellectual disabilities and to professionals who work with them. However, few studies address the use of collaborative learning platforms and handheld devices to enhance the integration of people with intellectual disabilities in the labour market.…
Descriptors: Cooperative Learning, Video Technology, Electronic Learning, Handheld Devices
Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software
Elfeky, Abdellah Ibrahim Mohammed; Elbyaly, Marwa Yasien Helmy – Interactive Learning Environments, 2021
Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of tertiary students need to be further explored. Therefore, the present study aimed to investigate the effectiveness of augmented reality technology in…
Descriptors: Skill Development, Clothing, Design, Aesthetics
da Silva, Ketia Kellen Araújo; Machado, Leticia Rocha; Ribeiro, Ana Carolina Ribeiro; da Silva, Jozelina Silva; Behar, Patricia Alejandra – International Association for Development of the Information Society, 2020
This paper aims to identify limitations and opportunities for using live streaming for distance learning classes in a course offered at a Brazilian public university. The number of videos on social networks in different fields and about various topics increases each year. Real-time classes are also increasingly being used in distance learning…
Descriptors: Video Technology, Distance Education, Internet, Synchronous Communication
Chick, Anne; Etsename, Emmanuel – International Journal of Art & Design Education, 2019
This research was a co-creation and co-assessment exercise between the researchers, participating printmaking and weaving academics and their students in a Nigerian university. The poor technical resources and increasingly large student groups in the design department, which severely hampers the delivery of an effective education, were addressed.…
Descriptors: Foreign Countries, Video Technology, College Faculty, Visual Arts
Ahmed, Waleed; Zaneldin, Essam – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to use quick response (QR) code along with online videos to teach one of the college foundation courses in an international institution to enhance the grasp of the students and to boost the students' learning outcomes. Design/methodology/approach: The study discussed and elaborated the findings that mainly focused on the…
Descriptors: College Students, Introductory Courses, Technology Uses in Education, Video Technology
Nowels, Russell G.; Hewit, Jennifer K. – Strategies: A Journal for Physical and Sport Educators, 2018
It is now common for students to carry mobile learning technology (MLT; e.g,. tablet, smartphone, etc.) wherever they go -- including to school and the classroom. Although these MLT devices are a distraction to learning in many classroom environments, they have the potential to be used as a positive learning tool in physical education (PE) courses…
Descriptors: Physical Education, Feedback (Response), Video Technology, Athletics
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
Plunkett, Kyle N. – Journal of Chemical Education, 2019
This paper provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I…
Descriptors: Computer Simulation, Educational Technology, Handheld Devices, Computer Oriented Programs
Lin, Yen-Nan; Hsia, Lu-Ho – Educational Technology & Society, 2019
Billiards is a sport that not only requires numerous skills, but also emphasizes the strategies of planning the path of the contact and shot. Traditional billiards training mainly focuses on skills practicing, while the strategies for facing different kinds of challenges in billiards competitions are usually ignored. Therefore, referring to social…
Descriptors: Games, Training, Skill Development, Telecommunications