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Inna Stakhova; Antonina Kushnir; Nataliia Franchuk; Kateryna Kolesnik; Lyudmila Lyubchak; Mikhailo Vatso – International Electronic Journal of Elementary Education, 2024
Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital…
Descriptors: Digital Literacy, Competence, Preservice Teachers, Elementary School Teachers
Aliabd Kadhum – Journal on English Language Teaching, 2024
This study explores the impact of mobile learning applications on the vocabulary acquisition, motivation, and engagement of Iraqi ESP medical students. This study was conducted with 60 students from Meisan University, who were randomly divided into an experimental group using the Quizlet mobile application and a control group following traditional…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
Jin, Sung-Hee; Im, Kowoon; Yoo, Mina; Roll, Ido; Seo, Kyoungwon – International Journal of Educational Technology in Higher Education, 2023
Self-regulated learning (SRL) is crucial for helping students attain high academic performance and achieve their learning objectives in the online learning context. However, learners often face challenges in properly applying SRL in online learning environments. Recent developments in artificial intelligence (AI) applications have shown promise in…
Descriptors: College Students, Independent Study, Self Management, Electronic Learning
López-Moranchel, Ignacio; Franco, Evelia; Urosa, Belén; Maurelos-Castell, Patricia; Martín-Íñigo, Esther; Montes, Victoria – Education Sciences, 2021
Mobile learning (mLearning) is now being increasingly used in university education, with positive impacts on the motivation and predisposition of students when learning. The aim of this study was to evaluate the impact of the use of mobile applications as a learning resource in applied biomechanics, with regard to attitudinal variables (interest,…
Descriptors: College Students, Electronic Learning, Science Education, Biomechanics
James, Kelsey K.; Mayer, Richard E. – Applied Cognitive Psychology, 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow…
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs
Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Bao, Shih-Jyun; Ma, Jhao-Heng – IEEE Transactions on Learning Technologies, 2022
This article integrated inquiry behaviors and a guided learning map (gMap) into a mobile app called Ubiquitous-Physics (U-Physics), which helps students to explore inclined plane phenomena in authentic contexts. The article investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer collaboration,…
Descriptors: Physics, Science Education, Science Instruction, Computer Oriented Programs
Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
Duarte, António; Barros, Alexandra – Australian Educational Computing, 2018
The objective of this study, in the Student Approaches to Learning (SAL) perspective, was to test a computer-assisted intervention that seeks to promote awareness and self-regulation of learning strategies, aiming at improving the quality of learning. The intervention involved the use, by a sample of higher education students, of purposely…
Descriptors: Computer Uses in Education, Intervention, Learning Strategies, College Students
Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Al-Jaberi, Nahil Mohammad – International Journal of Education and Literacy Studies, 2018
This study aims to investigate the level of use of computer software and applications, and how it affects motivation toward e-learning as well as academic performance and achievement. The researcher selected a study sample of 500 male and female undergraduates at Petra University. Furthermore, two scales were implemented for the purpose of this…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Undergraduate Students, Learning Motivation
Sibanyoni, Nhlanhla A.; Alexander, Patricia M. – International Association for Development of the Information Society, 2018
In theory, educational applications that are engaging and motivating should easily persuade learners to use a mobile device for studying. Since this technology is already familiar to learners, mobile learning should be easily accessible; given a suitable m-learning application, learners could practice mathematics anytime or anywhere. LevelUp is an…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Handheld Devices
Yilmaz, Adnan – Contemporary Educational Technology, 2018
The rapid and continuous developments in computer technologies underscores the need to investigate computers' impact on students' motivation in second/foreign language (L2)reading and writing skills. Given this need, the present empirical study aims to examine the effect of computers on students' motivation in L2 reading and writing skills. 35…
Descriptors: Computer Uses in Education, Reading Skills, Writing Skills, Learning Motivation
Ersöz, Abdullah R.; Küçüksüleymanoglu, Rüyam; Ersöz, Zeynep – Online Submission, 2017
Edmodo is basically a web application that is similar to Facebook but provides educational tools instead of a social media platform. Edmodo also reinforces classroom activities. Another benefit of Edmodo is that it allows teachers to create online classes. Teachers post assignments, lecture notes, exams, competitions, and also evaluate students…
Descriptors: Computer Oriented Programs, Lifelong Learning, Educational Technology, Educational Benefits
Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio – International Association for Development of the Information Society, 2016
Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…
Descriptors: Electronic Learning, Driver Education, Computer Oriented Programs, Multimedia Instruction
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