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Omer Faruk Islim; Bilal Ozcakir; Ufuk Ozkubat; Hanifi Sanir; Nese Sevim-Cirak; Ebru Solmaz; Gulsah Uluay; Zeki Ogdem – Education and Information Technologies, 2024
AR technology is utilized in several disciplines at various educational levels, from primary to higher education. It is evident that AR technology has been investigated by addressing numerous subtopics related to individuals at different levels of science and mathematics education within the field of special education. Since emerging evidence…
Descriptors: Science Instruction, Mathematics Instruction, Special Education, Student Needs
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Nguyen, Ha; Lopez, John; Homer, Bruce; Ali, Alisha; Ahn, June – Information and Learning Sciences, 2023
Purpose: In the USA, 22-40% of youth who have been accepted to college do not enroll. Researchers call this phenomenon summer melt, which disproportionately affects students from disadvantaged backgrounds. A major challenge is providing enough mentorship with the limited number of available college counselors. The purpose of this study is to…
Descriptors: Design, Artificial Intelligence, Man Machine Systems, Interaction
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Uhl, Jakob Carl; Neundlinger, Klaus; Regal, Georg – Research in Learning Technology, 2023
From immersive simulations to interactive tutorials, Virtual Reality (VR) is transforming the way we learn and practise new skills. Especially for social skills training, a growing number of simulations have been designed in which trainees learn to master difficult communicative situations. One of the factors to which the effectiveness of VR as a…
Descriptors: Computer Simulation, Interpersonal Competence, Training, Communication Skills
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Carlos Enrique George-Reyes; Edgar Omar López-Caudana; Maria Soledad Ramírez-Montoya – Contemporary Educational Technology, 2023
Research competencies are skills that university students must develop to create and socialize scientific products during their academic live. In this research, an experience was implemented to improve the students' competency levels through its imbrication with complex thinking and the use of Education 4.0 applications, such as remote team…
Descriptors: College Students, Student Research, Research Skills, Thinking Skills
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Danijela Stojanovic; Zorica Bogdanovic; Luka Petrovic; Svetlana Mitrovic; Aleksandra Labus – Interactive Learning Environments, 2023
In this paper we present an approach to employing pervasive technologies, such as IoT and mobile technologies, in secondary education. The goal is to develop a comprehensive methodology, IoT infrastructure and a mobile application that would enable secondary students to test their knowledge in interaction with a smart environment. We have…
Descriptors: Learning Processes, Secondary School Students, Technology Uses in Education, Handheld Devices
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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
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Stratigos, Tina; Fenech, Marianne – Australasian Journal of Early Childhood, 2021
While early childhood educators' use of digital applications (apps) to document children's experiences and support parent communication is increasing, there is limited empirical research about the impact of these applications on children's experiences and educators' practices. This article provides a critical analysis of the findings from this…
Descriptors: Computer Uses in Education, Early Childhood Education, Computer Oriented Programs, Early Childhood Teachers
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Tóth, Tomás; Lovászová, Gabriela – Informatics in Education, 2021
In education, we have noticed a significant gap between the ability of students to program in an educational visual programming environment and the ability to write code in a professional programming environment. The aim of our research was to verify the methodology of transition from visual programming of mobile applications in MIT App Inventor 2…
Descriptors: Foreign Countries, Computer Science Education, Programming, Coding
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Koch, Alex; Speckmann, Felix; Unkelbach, Christian – Sociological Methods & Research, 2022
Measuring the similarity of stimuli is of great interest to a variety of social scientists. Spatial arrangement by dragging and dropping "more similar" targets closer together on the computer screen is a precise and efficient method to measure stimulus similarity. We present Qualtrics-spatial arrangement method (Q-SpAM), a feature-rich…
Descriptors: Measurement Techniques, Proximity, Social Science Research, Social Sciences
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Kolak, Joanna; Monaghan, Padraic; Taylor, Gemma – Journal of Child Language, 2022
Language in touchscreen apps could be useful as an additional source of children's language input, alongside child directed speech (CDS) and books. Here we performed the first analysis of language in apps, as compared with books and CDS. We analysed language in 18 of the most popular educational apps targeting pre-schoolers and compared their…
Descriptors: Language Usage, Educational Technology, Computer Oriented Programs, Preschool Children
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Gil-Espinosa, Francisco Javier; Nielsen-Rodríguez, Adriana; Romance, Ramón; Burgueño, Rafael – Education and Information Technologies, 2022
Smartphone applications (apps) are thought to be an adequate instructional strategy not only to improve the quality of the teaching in physical education (PE), but also to effectively promote leisure-time physical activity (PA) of adolescent students in this context. Although the use of smartphone apps has been generalized in PE, little is known…
Descriptors: Physical Education, Athletics, Handheld Devices, Telecommunications
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Usman, Yunusa Dangara; Bukar, Aishatu – International Journal of Education and Development using Information and Communication Technology, 2022
The study was carried out to examine the extent of Students' Usage of WhatsApp Instant Messenger as a Supporting Tool for Learning in Kaduna State, Nigeria. A survey research design was adopted in the study. Five tertiary institutions were randomly selected based on security guarantee for the study. All final year students in tertiary institutions…
Descriptors: Foreign Countries, Computer Mediated Communication, Technology Uses in Education, College Students
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Jeffery Buckley – Journal of Technology Education, 2024
The use of adaptive comparative judgement (ACJ) for assessment in technology education has been topical since its introduction to the field through the e-scape project coordinated by the Technology Education Research Unit in the United Kingdom. In the last decade, however, there has been an increasing volume of research examining how ACJ can and…
Descriptors: Foreign Countries, Technology Uses in Education, Open Source Technology, Computer Oriented Programs
Jayanthi Muniandy; Subathira Devi Ramaya – Online Submission, 2024
This study investigates the relationship between the WhatsApp group, an instant messenger application as a community of practice platform (knowledge management, regular interactions, ease of using technology, and sense of belonging) and English for Specific Purposes (ESP) learners' leadership and higher-order thinking (HOT) skills. The current…
Descriptors: English for Special Purposes, Thinking Skills, Computer Oriented Programs, Communities of Practice
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Saleem, Muhammad; Kamarudin, Suzilawati; Shoaib, Haneen Mohammad; Nasar, Asim – Interactive Learning Environments, 2023
Augmented reality apps are a novel technology in e-learning that enhances students' learning faster in virtual classrooms. Since the start of the COVID-19 pandemic, traditional teaching mechanisms pushed back due to the quick spread of Coronavirus disease. This study investigates university students' intention towards e-learning through augmented…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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