Publication Date
In 2025 | 4 |
Since 2024 | 9 |
Since 2021 (last 5 years) | 32 |
Since 2016 (last 10 years) | 61 |
Since 2006 (last 20 years) | 73 |
Descriptor
Computer Oriented Programs | 108 |
Student Motivation | 108 |
Handheld Devices | 45 |
Foreign Countries | 44 |
Educational Technology | 36 |
Technology Uses in Education | 34 |
Student Attitudes | 26 |
Telecommunications | 22 |
Teaching Methods | 20 |
Computer Assisted Instruction | 19 |
College Students | 15 |
More ▼ |
Source
Author
Publication Type
Education Level
Higher Education | 35 |
Postsecondary Education | 33 |
Elementary Education | 17 |
Secondary Education | 15 |
High Schools | 12 |
Middle Schools | 9 |
Intermediate Grades | 7 |
Junior High Schools | 7 |
Grade 8 | 6 |
Grade 4 | 5 |
Grade 6 | 5 |
More ▼ |
Audience
Practitioners | 9 |
Teachers | 5 |
Researchers | 2 |
Location
Spain | 4 |
Taiwan | 4 |
China | 3 |
Russia | 3 |
Austria | 2 |
California | 2 |
Colombia | 2 |
Czech Republic | 2 |
Indonesia | 2 |
Japan | 2 |
Malaysia | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 2 |
Academic Motivation Scale | 1 |
Flanders System of… | 1 |
Program for International… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Serpil Yorganci; Murat Subasi – Education and Information Technologies, 2025
While GeoGebra applets have been extensively investigated in learning environments, few studies have addressed the interactive GeoGebra applets in an e-book-based learning environment. This study aims to compare the effects of the e-book created with interactive GeoGebra applets on students' learning achievement and motivation. The sample of the…
Descriptors: Electronic Books, Educational Technology, Technology Uses in Education, Undergraduate Students
Terry Roxanne Beamer – ProQuest LLC, 2024
Emotional intelligence (EQ) is a strong indicator of student academic success. Researchers have demonstrated knowledge of the usage of EQ applications by the K-12 student population but have not established significant findings with the student population beyond high school. The problem was that it was unknown whether the post secondary student…
Descriptors: Emotional Intelligence, Postsecondary Education, Technology Uses in Education, Computer Oriented Programs
Yuk Ming Tang; Ka Yin Chau; Yui-yip Lau; G. T. S. Ho – Asia Pacific Journal of Education, 2025
Mathematics is one of the core subjects in engineering education and forms the foundation of all disciplines in engineering. In Hong Kong, a significant number of students are admitted to engineering programmes without sufficient mathematical background. Engineering mathematics is essential for teaching and learning many fundamental and advanced…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Engineering Education
Ling, Cheung Yin; Choy, Doris; Wei Jhen, Liang – Education 3-13, 2023
Little published research has investigated how students interact with authentic audiences. By conducting a two-year classroom-based research intervention with 617 students from three government-aided primary schools in Singapore, this study examined the effect of the socio-cognitive and motivation-and-learning (SCML) approach on students' writing…
Descriptors: Elementary School Students, Foreign Countries, Student Motivation, Writing (Composition)
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Technology, Knowledge and Learning, 2023
This contribution investigates higher education students' perceptions about mobile learning (m-learning) applications, as well as the effects of social influences and of appropriate facilitating conditions, on their intentions to continue using them. A structured survey questionnaire integrated valid measures from the Technology Acceptance Model…
Descriptors: College Students, Electronic Learning, Student Attitudes, Computer Software
Nursakinah, Yulianita; Prima, Eka Cahya; Agustin, Rika Rafikah – Journal of Science Learning, 2023
The lack of digital media to support middle school chemistry learning needs further expanded. Hence, an Android application as a learning media on acid, base, and salt topics was needed. This study aims to develop FunLABS (Fun Learning Acid, Base, and Salt) android-based applications. This study used a DDD-E model of development as a research…
Descriptors: Handheld Devices, Computer Oriented Programs, Chemistry, Science Instruction
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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
Hulsbergen, Michiel H.; de Jong, Jutta; van der Smagt, Maarten J. – Psychology Learning and Teaching, 2023
To aid in teaching dialogue skills a virtual simulator called "Communicate!" was developed at Utrecht University. Teachers can build scenarios for students to practice dialogues with a virtual character. In two experiments (n = 128 and 133, a year apart), we investigated if and how "Communicate!" can be an effective aid to…
Descriptors: Computer Simulation, Dialogs (Language), Foreign Countries, Electronic Learning
Arinova, Bakyt; Pyatkina, Darya; Latysheva, Valentina; Stroiteleva, Natalia – International Journal of Web-Based Learning and Teaching Technologies, 2022
The purpose of the study is to consider the features of the use of mobile applications for the development of professional competencies, in particular cognitive skills, and their general impact on the effectiveness of learning. There were 845 students from 2 countries participating in the research. The students were divided into two groups: one…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Thinking Skills
Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning
Odicar Joice Chavez; Thelma Palaoag – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study investigates user preferences for motivational features aligned with self-determination theory (SDT), emphasizing autonomy, relatedness, and competency. The study seeks to identify the most appealing and effective motivational features in AI-driven mobile apps for fostering autonomy, promoting relatedness, and enhancing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Telecommunications
Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries
Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes