Publication Date
In 2025 | 0 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 22 |
Since 2016 (last 10 years) | 45 |
Since 2006 (last 20 years) | 54 |
Descriptor
Computer Games | 54 |
Computer Software | 54 |
Handheld Devices | 54 |
Telecommunications | 36 |
Foreign Countries | 31 |
Teaching Methods | 29 |
Student Attitudes | 20 |
Second Language Learning | 19 |
Second Language Instruction | 18 |
English (Second Language) | 17 |
Computer Assisted Instruction | 15 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 2 |
Researchers | 1 |
Students | 1 |
Location
Taiwan | 5 |
Australia | 4 |
Japan | 4 |
Turkey | 4 |
Brazil | 3 |
Philippines | 3 |
China | 2 |
Germany | 2 |
Greece | 2 |
Indonesia | 2 |
Ireland | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Woodcock Johnson Tests of… | 1 |
What Works Clearinghouse Rating
Kevin Larkin; Ilyse Resnick; Thomas Lowrie – Mathematical Thinking and Learning: An International Journal, 2024
Patterns are a fundamental component of mathematics, and the patterning ability of young children has been well researched; however, this research has largely been conducted with relatively small cohorts (±70) and in an interventionist way (in laboratory settings or with researchers directly intervening in educational contexts). The current study…
Descriptors: Foreign Countries, Preschool Children, Pattern Recognition, Mathematics Education
Goswami, Rekha; Garner, Shelby L.; George, Carol Elizabeth – Health Education Journal, 2023
Objective: Mobile health (mHealth) technologies are a rapidly evolving field in India and are increasingly being used to address noncommunicable diseases, such as type 2 diabetes mellitus (T2DM). However, few studies have addressed user perceptions of T2DM mHealth applications (apps) in India. The purpose of this study was to determine the…
Descriptors: Diabetes, Telecommunications, Handheld Devices, Health Services
Saman Ebadi; Hanieh Azizimajd – Education and Information Technologies, 2024
This study reports the results of a mixed-methods investigation on the impact of task-based speaking practices using the Clubhouse application outside the classroom on EFL learners' oral fluency and willingness to communicate (WTC). Sixty upper-intermediate EFL learners were divided into experimental and control groups practicing speaking skills…
Descriptors: English (Second Language), English Language Learners, Handheld Devices, Computer Software
Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
Hong, Jon-Chao; Tai, Kai-Hsin; Luo, Wan-Lun; Sher, Yung-Ji; Kao, Yi-Wen – Journal of Computer Assisted Learning, 2022
Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking-On, which requires students to shake their mobile devices to send their answers to multiple-choice questions to the teacher. Students then…
Descriptors: Comparative Analysis, Computer Games, Computer Software, Telecommunications
Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
Morales-Garcia, Lizzet; Sandoval, Catalina Navarro; González, María del Socorro García – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The aim of this research is to propose indicators of epistemic and mediational suitability to assess tasks designed in a mobile learning context, using theoretical and methodological elements of the onto-semiotic approach (OSA) and the SAMR model (substitution, augmentation, modification, and redefinition). With these indicators, 110 tasks…
Descriptors: Task Analysis, Mathematics Instruction, Number Concepts, Telecommunications
Özdener, Nesrin; Demirci, Fatih – Technology, Knowledge and Learning, 2019
The use of mobile applications which are developed for smartphones and tablets is increasing. They use special features of the devices such as integrated cameras, geopositioning, and location and orientation sensors. The purpose of this study is to examine students' opinions on using an educational mobile application which is supported by sensors…
Descriptors: Computer Software, Student Attitudes, Telecommunications, Handheld Devices
Rukayah; Daryanto, Joko; Atmojo, Idam R. W.; Saputri, Dwi Y.; Ardiansyah, Roy; Ariwijaya, Ilham – Pegem Journal of Education and Instruction, 2022
This study aims to describe the quiz game learning media development for the Javanese script reading skill for fifth-grade students at SD Mangkubumen Kidul, Laweyan Sub-district, Surakarta. This research was included in R & D (research and development) and reached the development stage. The subjects of this study were the fifth-grade students…
Descriptors: Reading Instruction, Reading Skills, Grade 5, Elementary School Students
Ye, Pinghao; Liu, Liqiong; Gao, Linxia; Mei, Quanjun – International Journal of Information and Communication Technology Education, 2020
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant…
Descriptors: Females, Computer Games, Telecommunications, Handheld Devices
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2023
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's…
Descriptors: Sustainable Development, Environmental Education, Educational Opportunities, Urban Areas