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Soparno, Desica Rinanda; Tarjana, Sri Samiati – International Online Journal of Education and Teaching, 2021
The study aimed to find out the students' perceptions and the factors influencing students' perceptions toward the use of mobile application in learning English particularly speaking. In the study, case study research method was used based on qualitative data. The data were collected through semi-structured interview forms and an observation sheet…
Descriptors: Foreign Countries, Student Attitudes, Handheld Devices, Computer Oriented Programs
Edwards, Susan; Mantilla, Ana; Grieshaber, Susan; Nuttall, Joce; Wood, Elizabeth – Oxford Review of Education, 2020
This paper discusses characteristics of converged play for early childhood education. The characteristics were derived from a four-year study of teachers' interpretation and use of 'web-mapping' as an explicit conceptual tool, designed to mediate teaching practices and learning outcomes according to a definition of pedagogy as the relationship…
Descriptors: Play, Early Childhood Education, Computer Uses in Education, Multiple Literacies
Purnami, Agustina Sri; Mulyoto; Winoto, Bekti – Journal of Education and Learning (EduLearn), 2020
This study aimed to develop an Android-based learning media to improve shopping skills in retarded students. The research method was the design validation stage which is part of the research development. The instruments used in this study were: (1) the practicality of the research product questionnaire; and (2) the validation sheet to measure the…
Descriptors: Intellectual Disability, Handheld Devices, Telecommunications, Daily Living Skills
Siegle, Del – Gifted Child Today, 2020
The Thunkable online platform is an easy-to-use resource for creating apps for mobile devices. Computational thinking is at the heart of problem solving in computer science, and research suggests students' computational thinking improves when they use simple block coding systems similar to the format used for Thunkable.
Descriptors: Gifted Education, Academically Gifted, Technology Uses in Education, Computer Oriented Programs
Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
Yin, Xiaomin – Education and Information Technologies, 2023
Innovations in higher music education are a way of reasonable use of information and communication technologies that increase interactivity and facilitate classroom learning. The study aims to evaluate the effectiveness of introducing the application aimed at improving the skill of sheet music reading. Using a mobile app to enhance the perception…
Descriptors: Educational Innovation, Music Education, Musical Instruments, Universities
Manabe, Kinnosuke; Hwang, Wu-Yuin; Chuang, Yan-Wen – Interactive Learning Environments, 2023
Under the traditional English learning context, English as a Foreign Language (EFL) learners have few opportunities to apply their knowledge to a real-life setting. According to situated learning theory, different contexts hold different concepts related to learners' real experiences. The researchers, therefore, integrated drama activity into EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
Ahmed Ashraf Butt – ProQuest LLC, 2023
The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback.…
Descriptors: Prompting, Electronic Learning, Engineering, Learner Engagement
Alejandro Gómez-Camacho; Juan de-Pablos-Pons; Pilar Colás-Bravo; Jesús Conde-Jiménez – Comunicar: Media Education Research Journal, 2023
Instant messaging applications integrated in smartphones have favored the emergence of new digital writing systems, which are characterized by the use of specific spellings called textisms. This study analyses the relationship between the use of textisms and spelling mistakes in academic texts. The methodology applied was descriptive, based on a…
Descriptors: Synchronous Communication, Social Media, Computer Oriented Programs, Handheld Devices
Joanna Kic-Drgas; Ferit Kiliçkaya – Educational Technology Research and Development, 2024
This study explores the digital self-regulatory practices of English as a Foreign Language (EFL) pre-service teachers via mobile applications in the post-pandemic era. The research is motivated by the need to address the absence of literature on the self-regulatory learning behaviours of EFL pre-service teachers in the aftermath of the…
Descriptors: Electronic Learning, Independent Study, Handheld Devices, Computer Oriented Programs
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Mettis, Kadri; Väljataga, Terje – International Journal of Mobile and Blended Learning, 2022
The aim of this study was to investigate how mobile outdoor learning supports the development of students' conceptual understanding about local socio-environmental problems and students' attitudes towards the learning activity. To explore these aspects, a study following a design-based research model was designed and conducted with 68 eighth-ninth…
Descriptors: Middle School Students, Outdoor Education, Environmental Education, Social Problems
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
Fichten, Catherine S.; Havel, Alice; Jorgensen, Mary; Wileman, Susie; Harvison, Maegan; Arcuri, Rosie; Ruffolo, Olivia – Journal of Education and Learning, 2022
Attention Deficit Hyperactivity Disorder (ADHD) experts and individuals with ADHD have made many recommendations concerning mobile apps that could potentially help college students succeed. But do students know about these recommended apps? Do they find them useful? How do students use mobile apps for completing schoolwork? To answer these…
Descriptors: Attention Deficit Hyperactivity Disorder, Students with Disabilities, Student Attitudes, College Students
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

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