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Rachael Maun; Marc Fabri; Pip Trevorrow – Journal of Autism and Developmental Disorders, 2024
Many technology designers strive to involve end users in the design process, aiming to produce better outcomes. However, designers may struggle to engage autistic users effectively due to a lack of understanding of autistic characteristics and preferences. This systematic literature review aimed to identify how autistic adolescents and adults can…
Descriptors: Autism Spectrum Disorders, Adolescents, Adults, Information Technology
Jike Yang; Ashley Casey; Lorraine Cale – Quest, 2024
Healthy lifestyle technologies (HLT) have gained popularity in young people's daily lives, but the long-term effect of these technologies on their physical activity (PA) participation and health learning is unclear. This systematic review (a) explores the effect of HLT use on the PA participation and health learning of young people (aged 13-18),…
Descriptors: Health Behavior, Life Style, Adolescents, Behavior Change
Daniel Seddig – Structural Equation Modeling: A Multidisciplinary Journal, 2024
The latent growth model (LGM) is a popular tool in the social and behavioral sciences to study development processes of continuous and discrete outcome variables. A special case are frequency measurements of behaviors or events, such as doctor visits per month or crimes committed per year. Probability distributions for such outcomes include the…
Descriptors: Growth Models, Statistical Analysis, Structural Equation Models, Crime
Dilmen, Kaan; Kert, Serhat Bahadir; Ugras, Tuba – Education and Information Technologies, 2023
Programming education is an important educational process that enables the development of children's problem solving and algorithmic thinking skills. It is known that children frequently encounter syntax problems in coding activities. Many block-based programming software has been developed to eliminate this difficulty in the learning process.…
Descriptors: Children, Adolescents, Coding, Programming Languages
Mohamad Ikram Zakaria; Wong Wai San Carol; Mohd Fadzil Abdul Hanid; Mohd Fahmi Adnan; Nur Fatihah Raimi; Syarifah Maryam Syed Azman – Mathematics Teaching Research Journal, 2024
GeoGebra represents a significant advancement in educational technology, providing dynamic tools for mathematics education. However, its specific impact on student motivation and achievement in geometry remains understudied. This research investigates the effects of integrating geometrical design through GeoGebra on these outcomes. Conducted over…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Instruction, Secondary School Students
Ragan, Daniel T.; Osgood, D. Wayne; Ramirez, Nayan G.; Moody, James; Gest, Scott D. – Sociological Methods & Research, 2022
The current study compares estimates of peer influence from an analytic approach that explicitly address network processes with those from traditional approaches that do not. Using longitudinal network data from the PROmoting School-community-university Partnerships to Enhance Resilience peers project, we obtain estimates of social influence on…
Descriptors: Peer Influence, Social Networks, Network Analysis, Regression (Statistics)
Janet Ruppert; Diego Velazquez-Ramos; Ricarose Roque; R. Benjamin Shapiro – Learning, Media and Technology, 2024
Learning around artificial intelligence (AI)-powered technologies that attends to power is an urgent and widely felt priority among the learning sciences and CS ed broadly. Popular approaches to AI education focus on technical skills, with far less theoretical and practical work around critical and justice-centered AI learning. Adding to this…
Descriptors: Artificial Intelligence, Art, Workshops, Aesthetic Education
Fred Wen, Cheng K.; Schneider, Stefan; Weigensberg, Marc J.; Weerman, Bas; Spruijt-Metz, Donna – Field Methods, 2023
Accurate assessment of saliva sampling time is essential for studies that collect cortisol sample in ambulatory settings. This study examined the sampling time assessed by user-submitted photos via a mobile application (ZEMI) compared with MEMSCaps™. Intra-class correlation coefficient (ICC) of the time differences between when the 16 adolescents…
Descriptors: Adolescents, Handheld Devices, Telecommunications, Computer Software
Hyun-Bin Hwang – Language Learning, 2025
This study explored the effects of practice schedule on the processing of new second language (L2) vocabulary and resulting knowledge. Participants were 107 low-achieving adolescents attending a vocational high school in Korea. They were randomly assigned to one of three practice groups and completed a L2 English-L1 Korean paired-associates…
Descriptors: Low Achievement, Adolescents, Second Language Learning, Vocabulary Development
Kathleen Van Royen; Karolien Poels; Heidi Vandebosch; Bieke Zaman – International Journal of Bullying Prevention, 2022
The use of reflective interfaces has been proposed as a useful strategy to reduce cyber harassment amongst adolescents on social networking sites (SNS). By using machine-learning techniques, harassing online messages can be detected before a user submits it online, whereafter a message prompts the user to reconsider the post. This study builds…
Descriptors: Computer Mediated Communication, Bullying, Computer Software, Privacy
Neher, Taylor; Green, Jeni; Puzia, Megan; Huberty, Jennifer – Child & Youth Care Forum, 2022
Background: In the United States, 68% of children do not get the recommended nine hours of sleep, which can lead to many negative health outcomes (e.g., mental health). Mindfulness meditation mobile apps may be an option for improving children's sleep and mental health outcomes; however, there is limited research on how children across different…
Descriptors: Metacognition, Sleep, Age Differences, Gender Differences
Robinson, Bradley; Wright, William Terrell – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts. Design/methodology/approach: Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological…
Descriptors: Video Games, Camps, Photography, Teaching Methods
Nannan Guo – Education and Information Technologies, 2024
The introduction of modern vocal teaching techniques will promote the change in the music curricula in East Asia. The study explores the impact of the Vocal Image mobile application on musical self-esteem in East Asian youth. Encompassing 228 adolescents and young adults, it assesses the effectiveness of group activities within an interactive…
Descriptors: Music, Music Education, Computer Software, Teaching Methods
Hall, Leigh A. – Journal of Adolescent & Adult Literacy, 2020
Individuals who self-identify as poor readers can have a range of reading experiences, practices, and abilities. The author examined how adolescents and adults who self-identified as poor readers (a) found enjoyment in reading an interactive fiction app, (b) why they chose to engage with a text-based app, and (c) if their involvement with the app…
Descriptors: Reading Attitudes, Recreational Reading, Adults, Adolescents
Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving