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Zumbach, Joerg; von Kotzebue, Lena; Pirklbauer, Constanze – Journal of Educational Computing Research, 2022
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality-based learning environments, most of the studies lack a clear and fair control condition. In…
Descriptors: Computer Simulation, Educational Technology, Science Education, Educational Environment
Lei Tang – ProQuest LLC, 2018
The software industry spends a tremendous amount of effort and resources on software testing and maintenance to improve the quality of software. However, a large portion of the cost may be saved by training high-quality software developers with better Computer Science education. Skilled software developers can not only produce code of fewer bugs…
Descriptors: Computer Science, Computer Science Education, Introductory Courses, Programming
Marengo, Agostino; Pagano, Alessandro; Ladisa, Lucia – International Association for Development of the Information Society, 2018
The potentials of the use of AR are showing up in a variety of ways can be used to create unique learning experiences. Recently, the advancement and popularity of handheld devices has enabled researchers to implement more effective learning methods. in educational as well as in corporate settings, from primary through to adult education. The…
Descriptors: Electronic Learning, Handheld Devices, Computer Simulation, Industrial Training
Kundu, Goutam Kumar; Perwez, Syed Khalid – Journal of International Education in Business, 2022
Purpose: This paper aims to identify and model the key barriers to implementation of project-based learning (PjBL) in higher educational institution. Design/methodology/approach: Using the interpretive structural modelling (ISM) technique, the study has developed a hierarchical-based model, depicting the mutual relationships amongst the key…
Descriptors: Barriers, Student Projects, Active Learning, Higher Education
Montazami, Armaghan; Pearson, Heather Ann; Dubé, Adam Kenneth; Kacmaz, Gulsah; Wen, Run; Alam, Sabrina Shajeen – British Journal of Educational Technology, 2022
Educational apps can be considered a dominant medium for providing educational content to children. Parents are major stakeholders and mediators in the selection of apps (Dias & Brito, 2021). It is critical to know how they choose apps for their children and understand what indicates a quality educational app, as well-designed apps can support…
Descriptors: Educational Technology, Handheld Devices, Computer Oriented Programs, Parents
Alam, Sabrina Shajeen; Dubé, Adam Kenneth – Educational Technology Research and Development, 2022
The present paper documents the design and development of a mobile mathematics application targeted to improve magnitude representation skills. Educational experts worked together with an app developer with the goal of creating an educational app as a math learning tool for children 5-8 years old. The description of the app design processes…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Mathematics Skills
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
Teichert, Laura – Journal of Early Childhood Literacy, 2020
The literature on infant and toddler screen time has been built on two traditions--cognitive models of learning and sociocultural models of learning. Cognitive studies have cautioned against the use of screen time for young children because clinical research has not shown children can learn as effectively from screens as they do from human…
Descriptors: Mass Media Use, Television Viewing, Computer Games, Recreational Activities
Debevc, Matjaž; Weiss, Jernej; Šorgo, Andrej; Kožuh, Ines – British Journal of Educational Technology, 2020
Traditional methods of learning solfeggio (music theory) generally do not take advantage of computer-based support, meaning that, when learning individually, students cannot receive instantaneous feedback on their activities. The aim of this study is to examine the effectiveness of an interactive mobile application, mySolfeggio, for learning…
Descriptors: Music Education, Music Theory, Computer Assisted Instruction, Computer Oriented Programs
Halvorsen, Jeanette; Ertesvåg, Sigrun K.; Roland, Pål – Educational Research, 2023
Background: When educational interventions are carried out, it is important that they are undertaken in a way that is aligned with the intervention plan: in other words, that they demonstrate fidelity to the intervention. A significant research issue is how fidelity can be monitored in a time-efficient and cost-effective way in classrooms and…
Descriptors: Usability, Fidelity, Educational Technology, Computer Oriented Programs
Outhwaite, Laura A.; Early, Erin; Herodotou, Christothea; Van Herwegen, Jo – British Journal of Educational Technology, 2023
Educational applications (apps) are ubiquitous within children's learning environments and emerging evidence has demonstrated their efficacy. However, it remains unclear what the active ingredients (ie, mechanisms), or combination of ingredients, of successful maths apps are. The current study developed a new, open-access, three-step framework for…
Descriptors: Educational Technology, Computer Oriented Programs, Mathematics Education, Early Childhood Education
Filippas, Alexandros; Xinogalos, Stelios – Education and Information Technologies, 2023
Serious games (SGs) about Chemistry have the potential to cope with challenges, such as students' low performance and lack of motivation for the subject. However, the majority of existing SGs for Chemistry have the form of educational applications infused with some elements of entertaining games. The aim of the study presented was to design and…
Descriptors: Educational Games, Science Education, Chemistry, Computer Oriented Programs
Ferrara, Francesca; Ferrari, Giulia – Digital Experiences in Mathematics Education, 2023
In this article, we draw on assemblage theory to investigate how children aged 5 engage with different material surfaces to explore ordinal and relational aspects of number. The children participate in an activity in which they first interact with a strip on the floor, then with a multi-touch iPad application, to work with numbers in expressive…
Descriptors: Kindergarten, Young Children, Numeracy, Number Concepts
Kun Lei – Interactive Learning Environments, 2023
The paper examines the effectiveness of special apps for online piano lessons and measures the apps' impact compared to the control group that studied without the use of additional software. The study involved 350 students. The effect of Skoove and Simply Piano apps on the learning of piano skills has been analyzed. First-year students from small…
Descriptors: Musical Instruments, Music Education, Online Courses, Computer Oriented Programs
Stenlund, Jörgen Ingemar; Schönborn, Konrad Janek; Tibell, Lena Anna Elisabet – Journal of Science Education and Technology, 2021
Central to evolution is the concept of a common ancestry from which all life has emerged over immense time scales, but learning and teaching temporal aspects of evolution remain challenging. This study investigated students' interpretation of evolutionary time when engaging with a multi-touch tabletop application called DeepTree, a dynamic…
Descriptors: Evolution, Time, Scientific Concepts, Computer Oriented Programs

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