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Mia Carapina; Klaudio Pap – International Association for Development of the Information Society, 2024
This paper introduces CoCo, a system designed to support and encourage collaborative learning among colocated students sharing a single mobile device. It provides teachers with the possibility to create digital lessons, configure parameters for collaborative activities such as the number of students and tablets, and monitor students' progress. On…
Descriptors: Cooperative Learning, Handheld Devices, Teaching Methods, Learning Management Systems
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Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
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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
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Kumar, Bimal Aklesh; Sharma, Bibhya – Education and Information Technologies, 2020
Context Aware Mobile Learning Applications (CAMLA) are an emerging field of research, they provide educational resources tailored to educational needs and particular circumstances of the learner. Despite the increase in the number of applications being developed, there is a lack of study that provides comprehensive knowledge on the development of…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Technology Uses in Education
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Li, Yuhao; Chang, Mengyi; Zhao, Hanxuan; Jiang, Caihong; Xu, Sihua – Journal of Computer Assisted Learning, 2023
Background: Mobile devices facilitate learning activities in a self-paced way. However, the current understanding of learning participation and its consequence are minimal when learners take advantage of opportunities provided by mobile technologies worldwide. Aims: The primary purpose of this study is to examine the effectiveness of environmental…
Descriptors: Anxiety, Computer Software, Computer Assisted Instruction, Learning Processes
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Ghasia, Mohamed Abdulrahman; Rutatola, Edger P. – International Journal of Education and Development using Information and Communication Technology, 2021
Micro-learning is a modern learning approach hailed for improved course completion by learners and retention capability. Micro-learning relies on technologies of various types to offer improved learning experiences to learners anywhere and anytime. Micro-learning platforms of various types offer course managers and educators features for managing…
Descriptors: Foreign Countries, Teaching Methods, Higher Education, Educational Technology
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Barghamadi, Maryam; Rogers, James; Muller, Amanda – Australian Journal of Applied Linguistics, 2022
Knowledge of multi-word units (MWUs) helps facilitate communicative fluency, and research on them has gained more and more attention in recent years concerning teaching methods and designing materials for second language (L2) acquisition. Incidental and intentional vocabulary learning are two dominant approaches to acquiring MWUs. In lexical…
Descriptors: Instructional Materials, Phrase Structure, Vocabulary Development, Teaching Methods
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Misnawati Misnawati; Yusriadi Yusriadi; Saidna Zulfiqar Bin Tahir – MEXTESOL Journal, 2023
It is commonly accepted that educators who prepare to teach materials to meet student needs should cover all skills in English, such as speaking, listening, reading, and writing with additional grammar and vocabulary according to the level of students. Because technology has developed rapidly, educators can design technologically friendly teaching…
Descriptors: Linguistic Input, English (Second Language), Second Language Learning, Second Language Instruction
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
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Annamalai, Nagaletchimee; Mažeikiene, Viktorija; Tangiisuran, Balamurugan; Valunaite Oleskevicience, Giedre – Malaysian Journal of Learning and Instruction, 2021
Purpose: This mixed-method study investigated the ways smartphone applications (apps) promote students' interaction, collaboration and learning performance. Method: A total of 160 respondents from a Lithuanian university were identified using convenience sampling. A survey was conducted to explore the frequent activities involving interaction,…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Student Attitudes
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Ng, Eugenia M. W.; Wong, Hugo C. H. – International Journal on E-Learning, 2020
This study aims to explore the practices of university students in China regarding mobile learning using a questionnaire. A self-administered questionnaire with reference to the Framework for the Rational Analysis of Mobile Education (FRAME) model was used for this study. A total of 490 valid responses were received from students studying at the…
Descriptors: Foreign Countries, Electronic Learning, College Students, Majors (Students)
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Chmiliar, Linda; Anton, Carrie – Journal of Educational Multimedia and Hypermedia, 2019
The world has seen growth in the availability of mobile devices, and the use of these devices is gradually being implemented in the post-secondary environment. Unfortunately, although there is a growing body of data on the use of mobile devices by post-secondary students in general, there is little information available on the ownership and use of…
Descriptors: Ownership, Handheld Devices, Disabilities, Computer Software
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Mainiero, Lisa A.; Mangini, David M. – Journal of Leadership Education, 2019
This article showcases how mobile app technology can enhance leadership education through a new mobile app called "My Student Leader." "My Student Leader" represents a novel approach to leadership education so that students may use smartphone technology to enhance student leadership development on campus. The app facilitates…
Descriptors: Student Leadership, Leadership Training, Computer Software, Telecommunications
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Xiaoji Wang; Wenying Jiang – Computer Assisted Language Learning, 2024
Affordance refers to the opportunity available to a learning activity. Taking affordance as a theoretical and analytical construct, this exploratory study investigates learners' attitudes and the opportunities WeChat may provide for Chinese cultural knowledge (CCK) learning. The aim is to find out the potential new affordances and compare learners…
Descriptors: Computer Software, Computer Mediated Communication, Cultural Awareness, Learning Activities
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Mingjie Zou; Binhai Ren – Journal for the Psychology of Language Learning, 2024
Flow, a subjective state of optimal engagement and immersion, is characterized by a balance of perceived challenges and skills, interest, attention, and a sense of control (Csikszentmihalyi, 1990). Investigating flow in language learning can provide valuable insights into effective learning processes and contexts (Egbert, 2003). Self-regulated…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning
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