NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 1 to 15 of 265 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Qiong; Zhong, Yunhua; Zhao, Guoqing; Song, Ruijun; Zeng, Chengshi – Education and Information Technologies, 2023
Ongoing smartphone use links to heightened technostress. However, the content types of smartphone use are various, and little is known about which types of content use are significantly associated with technostress. This study aims to examine the impacts of specific types of smartphone use (i.e., learning-related use, entertainment-related use,…
Descriptors: Handheld Devices, Telecommunications, Anxiety, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Kevin Larkin; Ilyse Resnick; Thomas Lowrie – Mathematical Thinking and Learning: An International Journal, 2024
Patterns are a fundamental component of mathematics, and the patterning ability of young children has been well researched; however, this research has largely been conducted with relatively small cohorts (±70) and in an interventionist way (in laboratory settings or with researchers directly intervening in educational contexts). The current study…
Descriptors: Foreign Countries, Preschool Children, Pattern Recognition, Mathematics Education
Peer reviewed Peer reviewed
Direct linkDirect link
Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ayse Gokcen; Özge Özel; Fatma Çalisandemir – International Journal of Psychology and Educational Studies, 2024
The purpose of this study is to investigate the activities that children engage in with technology. In this direction, preschool children's ownership of technological devices, which devices they own and what they do with these devices were examined. This study was designed as qualitative research. The study group consisted of 34 preschool children…
Descriptors: Preschool Children, Technology, Handheld Devices, Computer Use
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Asli Akdeniz Kudubes; Yagmur Sezer Efe – Psychology in the Schools, 2024
This study was conducted as a descriptive and cross-sectional study to examine the effects of game addiction and social media addiction on the lifestyle of Turkish adolescents. The study was conducted between May to June 2022, involved 1116 adolescents in the 13-18 age group receiving education in three high schools situated in the Western region…
Descriptors: Social Media, Addictive Behavior, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Jen-Hung Wang; Wen-Han Zhu – Cogent Education, 2024
This era of 'everything is done with a smartphone in hand' indicates that the smartphone has become an indispensable necessity in daily life. However, smartphone addiction can directly and significantly affect teaching activities, learning attitudes, learning motivation, and so on. Therefore, discussing the impact of smartphones addiction, such as…
Descriptors: Foreign Countries, College Students, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Chu, Kuo-Ming – Psychology in the Schools, 2023
As a novel type of mobile game, addictive behavior has attracted the attention of researchers due to its possible negative impacts on several forms of psychological problems. In this research, we tested the relationship between academic performance, mobile game addiction (MGA), and mobile self-efficacy among undergraduates in Taiwan. An academic…
Descriptors: College Students, Handheld Devices, Computer Games, Addictive Behavior
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Karabatak, Songül; Alanoglu, Müslim – Malaysian Online Journal of Educational Technology, 2022
The purpose of this study is to test the relationships between teacher candidates' technology addiction and their social connectedness. Students studying at a faculty of education in a state university selected by the convenience sampling method constituted the sample of the study. Correlation analysis and association rules were used to analyze…
Descriptors: Social Media, Addictive Behavior, Internet, Handheld Devices
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Backman, Ylva; Gardelli, Viktor; Parnes, Peter – Designs for Learning, 2022
In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group's communicative participation during…
Descriptors: Aphasia, Computer Games, Handheld Devices, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Goswami, Rekha; Garner, Shelby L.; George, Carol Elizabeth – Health Education Journal, 2023
Objective: Mobile health (mHealth) technologies are a rapidly evolving field in India and are increasingly being used to address noncommunicable diseases, such as type 2 diabetes mellitus (T2DM). However, few studies have addressed user perceptions of T2DM mHealth applications (apps) in India. The purpose of this study was to determine the…
Descriptors: Diabetes, Telecommunications, Handheld Devices, Health Services
Peer reviewed Peer reviewed
Direct linkDirect link
Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  18