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Bimal Aklesh Kumar – Interactive Learning Environments, 2024
Mobile learning applications are being developed to support the teaching and learning process. The lack of an accepted methodology for developing these applications motivated the establishment of a design science research process for developing mobile learning applications. Design science methodology from the information systems domain was…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Design
Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
Ziqian Xu; Fei Gao; Anqi Fa; Wen Qu; Zhiyong Zhang – Grantee Submission, 2024
Conditional process models, including moderated mediation models and mediated moderation models, are widely used in behavioral science research. However, few studies have examined approaches to conduct statistical power analysis for such models and there is also a lack of software packages that provide such power analysis functionalities. In this…
Descriptors: Statistical Analysis, Sample Size, Mediation Theory, Monte Carlo Methods
Adegoke Oke; John Serbe Marfo; Thomas Kull; Dale Rogers; Afia Frimpomaa Asare Marfo; Mohammed Hassan Noor; SudHanshu Mishra; Bridget McHenry; Sharmila Raj – Decision Sciences Journal of Innovative Education, 2024
The use of gamification to enhance learning in education has been well documented. However, little is known about whether gamification can impact supply chain management knowledge and behaviors among healthcare professionals. In this study, we tested the effectiveness of a simulation app (ShipShape) designed and developed to gamify the fundamental…
Descriptors: Instructional Effectiveness, Gamification, Supply and Demand, Information Management
Design and Validation of a Usability Evaluation Questionnaire (UEQ) for Mobile Learning Applications
Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
Dastane, Omkar; Haba, Herman Fassou – International Journal of Information and Learning Technology, 2023
Purpose: The purpose of the study is to identify drivers of mobile massive open online course (MOOC) continuous intention (CI) through the lenses of customer perceived value (CPV) theory. Consumer choice is successfully explained by CPV, but lesser attention is given to linking the theory to the mobile MOOC context whereby the majority of theories…
Descriptors: MOOCs, Intention, Electronic Learning, Educational Benefits
Hutmacher, Fabian; Schläger, Linus; Meerson, Rinat – Applied Cognitive Psychology, 2023
Humans have long used external memory aids to support remembering. However, modern digital technologies could facilitate recording and remembering personal information in an unprecedented manner. The present research sought to understand the potential impact of these technologies on autobiographical memory based on interviews with users of smart…
Descriptors: Autobiographies, Memory, Journal Writing, Computer Oriented Programs
Su, Man; Ha, Jesse; Cortés, Luis E. Pérez; Bernier, Jeremy; Yan, Lin; Nelson, Brian C.; Bowman, Judd D.; Bowman, Catherine D. D. – Educational Technology Research and Development, 2023
Question-asking is essential for reasoning, understanding, and investigating scientific problems within and beyond traditional classrooms. Nevertheless, questions generated in formal and informal learning environments can be infrequent and unsophisticated. This study explores museum visitors' question-asking quality by considering their…
Descriptors: Museums, Questioning Techniques, Computer Oriented Programs, Handheld Devices
Manus Phuttawong; Pinanta Chatwattana – Higher Education Studies, 2025
The educational guidance platform via artificial intelligence chatbot to promote vocational aptitude for vocational students or the educational guidance platform via AI Chatbot is a research tool that was designed with the combination of educational guidance process, artificial intelligence technology, and chat platforms like LINE and Messenger.…
Descriptors: Artificial Intelligence, Technology Uses in Education, Vocational Aptitude, Career and Technical Education
Christopher Antoun; Xin Yang; Brady T. West; Ai Rene Ong – Field Methods, 2025
The objective of our project was to develop a smartphone app for administering shorter ("modular") surveys. Given the paucity of research on this topic, we decided to use "co-design" techniques to generate design solutions. To implement these techniques, we recruited respondents in the survey target population to work in small…
Descriptors: Test Construction, Surveys, Computer Oriented Programs, Design
Sharon R. Mittiga; Nerelie C. Freeman; Brett E. Furlonger; Perrin Chan; Erin S. Leif – Journal of Positive Behavior Interventions, 2025
This study evaluated the quality and behavior change techniques (BCTs) included in 11 freely available mobile classroom behavior management applications (mCBM apps). We found that mCBM apps included a limited number of BCTs, with an average of 9 of 21 possible BCTs. Consequence-based BCTs like rewards and feedback were common, while…
Descriptors: Behavior Modification, Student Behavior, Computer Uses in Education, Positive Behavior Supports
I-Hsiung Chang; Pi-Chun Hsu; Ru-Si Chen – Education and Information Technologies, 2024
This study investigates how trust influences parents' satisfaction with parenting apps. The study demonstrates that social ties and perceived value act as mediators between trust and user satisfaction. A questionnaire was conducted in Taiwan to test parents' perceptions of parenting apps, focusing particularly on user satisfaction and related…
Descriptors: Foreign Countries, Satisfaction, Trust (Psychology), Parent Attitudes
Miriam C. Boesch; M. Alexandra Da Fonte; Melissa J. Cavagnini; Kaitlyn R. Shaw; Keren E. Deneny; Margaret F. Davis – Journal of Special Education Technology, 2024
Students with complex communication needs have increasingly been using non-dedicated communication systems, such as mobile devices, to support their communication needs. This in turn, has led to an increased used of augmentative and alternative communication apps. The main challenge currently faced is the lack of empirically validated apps and…
Descriptors: Computer Oriented Programs, Evaluation Methods, Augmentative and Alternative Communication, Communication Disorders
Ambroise Baillifard; Maxime Gabella; Pamela Banta Lavenex; Corinna S. Martarelli – Education and Information Technologies, 2025
Effective learning strategies based on principles like personalization, retrieval practice, and spaced repetition are often challenging to implement due to practical constraints. Here we explore the integration of AI tutors to complement learning programs in accordance with learning sciences. A semester-long study was conducted at UniDistance…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Instructional Effectiveness, Learning Strategies
Brady D. Lund – Journal of Cybersecurity Education, Research and Practice, 2024
This paper investigates the integration of blockchain technology into core systems within institutions of higher education, utilizing the National Institute of Standards and Technology's (NIST) Cybersecurity Framework as a guiding framework. It supplies definitions of key terminology including blockchain, consensus mechanisms, decentralized…
Descriptors: Computer Oriented Programs, Computer Security, Databases, Information Storage