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Olimpio, Anara; Notargiacomo, Pollyana – International Association for Development of the Information Society, 2020
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles…
Descriptors: Educational Games, Usability, Evaluation, Design
Balint-Langel, Kinga; Yuan, Chengan; Hua, Youjia – Journal of Special Education Technology, 2022
Individuals with intellectual and developmental disabilities (IDD) often have difficulties with self-management skills such as scheduling daily tasks for educational, vocational, and leisure purposes. In this study, we used a multiple probe across participant design to evaluate the effects of constant time delay in teaching young adults with IDD…
Descriptors: Self Management, Time Management, Teaching Methods, Young Adults
Schmidt, LeAnne J.; DeSchryver, Michael – Journal of Educational Technology Systems, 2022
As educators and administrators look to countless mobile apps, software programs, and web-based learning tools to meet the demands of students in remote, virtual, and hybrid settings, risks and assumptions of online platforms and assessments must be considered. With the urgency of the COVID-response closure of many schools and the unusual methods…
Descriptors: Technological Literacy, Media Literacy, Computer Oriented Programs, Technology Uses in Education
Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
Ristow, Nele; Wilke, Annika; Malte John, Swen; Ludewig, Michaela – Health Education Journal, 2022
Objectives: Digital interventions are increasingly used to support behaviour change. In the prevention of chronic work-related skin diseases, the sustainable implementation of appropriate skin protection behaviour following tertiary individual prevention is important. However, there exists no intervention to support the maintenance of these…
Descriptors: Health Promotion, Diseases, Intervention, Behavior Change
Papadakis, Stamatios – Educational Process: International Journal, 2022
Background/purpose: At the beginning of the 21st century, Computational Thinking (CT) and coding were typically considered part of secondary education programs, focusing on programming and algorithm development. The early childhood classroom was not expected to find students who developed coding skills. Nevertheless, as has been the case lately,…
Descriptors: Computation, Thinking Skills, Coding, Programming
Fichten, Catherine; Jorgensen, Mary; Havel, Alice; Vo, Christine; Libman, Eva – Online Submission, 2022
We present eight studies dealing with artificial intelligence and mobile apps that assist post-secondary students with attention deficit hyperactivity disorder (ADHD) and other disabilities with their academic work. Study 1, based on an advisory board and on a Google search, provided glowing testimonials about AI tools. However, Study 2, a scoping…
Descriptors: Artificial Intelligence, College Students, Telecommunications, Computer Oriented Programs
Priya Yadav; Harshita Laddha; Madhu Agarwal; Ragini Gupta – Journal of Chemical Education, 2022
A smartphone-based digital imaging method has been successfully introduced in an undergraduate laboratory class to quantify fluoride ions in water. Students first synthesized the chemosensor (E)-2-(1-(6-nitro-2-oxo-2H-chromen-3-yl)ethylidene)-N-phenylhydrazine-1-carbothioamide (CT) via an eco-friendly and green microwave-assisted protocol and…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, College Science
Liu, Chenxi; Correia, Ana-Paula – Online Learning, 2021
Although mobile learning applications play a crucial role in today's education and can support learning, the low retention rate is a prevalent challenge in mobile learning. Existing studies have found that interpersonal interaction, high expectations, and supportive environment (from an educational perspective) as well as compatibility,…
Descriptors: Electronic Learning, Computer Oriented Programs, Learner Engagement, Lifelong Learning
James M. Castle – ProQuest LLC, 2021
This dissertation is presented in multiple article format with an introduction, a literature review, a design case, a mixed methods study, and a conclusion. The literature review outlines important concepts and theories that appear in subsequent manuscripts. The design case describes the seven-year design process that resulted in the online…
Descriptors: Learning Analytics, Electronic Learning, Physical Education, Metabolism
Nizar, Nur Nabihah Mohd; Rahmat, Mohd Khairezan; Maaruf, Siti Zuraida; Damio, Siti Maftuhah – Asian Journal of University Education, 2019
Augmented reality (AR) is one type of learning process that can be applied through mobile learning known as mobile augmented reality. AR offers an innovative learning space through an active interaction of superimposing digital contents into the real context to enhance learning experiences. Previous studies have found that AR in education is able…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
Xiaohan Ma – Language Testing in Asia, 2024
This research explores the use of the Quizlet application in teaching Chinese as a foreign language, employing a mixed methods approach. The participants of this study were 60 international students who majored in Chinese at a university in China. The students were divided into two groups and received instruction through traditional teaching…
Descriptors: Language Skills, Learner Engagement, Influence of Technology, Tests
Jon-Chao Hong; Kai-Hsin Tai; Tzu-Yu Tai – Journal of Computer Assisted Learning, 2024
Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of…
Descriptors: Electronic Learning, Computer Oriented Programs, Audience Response Systems, Second Language Learning
Hanieh Shafiee Rad; Rasoul Alipour; Aliakbar Jafarpour – Interactive Learning Environments, 2024
Technology and artificial intelligence (AI) advancements are increasingly impacting second language (L2) learning, particularly in writing skills development. Motivated students seeking writing feedback can benefit from AI implementation, with writing feedback literacy being crucial for effective use. Engaged students with specific writing goals…
Descriptors: Artificial Intelligence, Writing (Composition), Feedback (Response), Literacy
Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)

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