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Venus Chan – Interactive Technology and Smart Education, 2025
Purpose: Studies on technology and interpreting have increasingly explored how technology influences the role and performance of interpreters in their practice; however, there is a lack of comprehensive reviews and analyses. This paper aims to synthetically review the state-of-the-art application and integration of various interpreting…
Descriptors: Influence of Technology, Communications, Translation, Technology
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Bimal Aklesh Kumar; Sailesh Saras Chand; Munil Shiva Goundar – International Journal of Information and Learning Technology, 2024
Purpose: Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.…
Descriptors: Usability, Electronic Learning, Computer Software, Computer Oriented Programs
Billur Aksoy; Lester R. Lusher; Scott E. Carrell – National Bureau of Economic Research, 2025
Phone usage in the classroom has been linked to worsened academic outcomes. We present findings from a field experiment conducted at a large public university in partnership with an app marketed as a soft commitment device that provides incentives to reduce phone use in the classroom. We find that app usage led to improvements in classroom focus,…
Descriptors: Attention Control, Telecommunications, Handheld Devices, Universities
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Zhihan Wang – Education and Information Technologies, 2025
The integration of classical and modern teaching strategies enables the creation of an effective educational environment that meets the needs of various types of learners. The aim of this study is to explore the potential for integrating mobile applications into vocal education by analyzing their accessibility and effectiveness as learning tools,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Oriented Programs
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Haruo Kodama; Motofumi T. Suzuki; Yoshitomo Yaginuma – Asian Association of Open Universities Journal, 2024
Purpose: The purpose of this paper is to propose the need for an integrated system for the production, authoring, addition and revision of webcast content and a multi-device apps mechanism with rights management for Internet transmission in the perspective of the OUJ course reuse. Design/methodology/approach: This paper designs systems that reuse…
Descriptors: Open Universities, Computer Oriented Programs, Multimedia Materials, Video Technology
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Jung Won Hur; Jay Bhuyan; Fan Wu – Journal of STEM Education: Innovations and Research, 2025
To address disparity issues in STEM fields, this study implemented a culturally relevant, hands-on learning program tailored for African American high school students from low-income areas in America's Deep South. The program included a one-month summer academy followed by a four-month collaborative app design project using MIT App Inventor. A…
Descriptors: STEM Education, Student Interests, African American Students, High School Students
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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
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Osman Solmaz – Education and Information Technologies, 2025
Digital mobile applications have impacted foreign language learning by offering accessible and engaging educational tools. This study examines the effect of digital mobile applications on emergent multilinguals' foreign language learning experiences at the tertiary level. Twenty-nine English language teacher candidates engaged with Duolingo--a…
Descriptors: Second Language Learning, Multilingualism, Bilingual Students, Learning Experience
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Rexwhite Tega Enakrire – Education and Information Technologies, 2024
This study reports on the usefulness of computer skills for enhanced teaching and learning among lecturers in an open-distance e-learning (ODEL) environment. Computer skills have become fundamental due to increasing new technological tools of web-based management systems, laptops, digital tablets, learning management systems, webinars, and the…
Descriptors: Computer Literacy, Open Education, Distance Education, Learning Management Systems
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
Chia Hsuan Tsai – ProQuest LLC, 2024
Navigating indoors without a map can be challenging, especially for visually impaired individuals in unfamiliar settings. Many existing indoor navigation methods rely on building maps, pre-deployed infrastructure (like BLE beacons or RFID), or visual-based systems that require a clear line of sight to a camera. These requirements can make…
Descriptors: Blindness, Visual Impairments, Handheld Devices, Computer Oriented Programs
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Enzo Ferrari; Pablo Herrero Teijón; Camilo Ruiz – Journal of New Approaches in Educational Research, 2024
Augmented Reality (AR) is now being used in education across various subjects. The number of AR applications has increased with the popularity of smartphones. In this study, we explore the use of AR-based apps for teaching astronomy in the last four years of secondary education in Spain. The study includes an experimental group and a control group…
Descriptors: Astronomy, Computer Simulation, Instructional Effectiveness, Technology Uses in Education
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Junfeng Liu – Health Education Research, 2024
The popularity of social networks turns them into a legal method for promoting a healthy lifestyle, which benefits not only people but also different countries' governments. This research paper aimed to examine the Keep fitness app integrated into WeChat, Weibo and QQ as regards long-term improvements in health-related behaviors (physical…
Descriptors: Foreign Countries, College Students, Social Media, Physical Fitness
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Lori Bruner; Natalia I. Kucirkova – Journal of Children and Media, 2025
In this study, we examine preschool storybook apps to identify the types of characters represented in these stories and how they relate to design quality and opportunities for children to build their vocabularies -- a significant predictor of later success in learning to read. Specifically, we sought to understand (a) how storybook apps portray…
Descriptors: Childrens Literature, Computer Software, Handheld Devices, Computer Oriented Programs
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