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Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
Exploration and Practice of the Use of Mobile Devices to Assist in General Geological Field Practice
Xie, Yanna; Gao, Genghe; Niu, Ning; Wang, Yuchan – Journal of Geography in Higher Education, 2023
This paper reports the practice of using the Mobile QQ and Oruxmaps mobile apps to assist in teaching general geology field practice and the results of evaluation experiments. A student subjective judgment questionnaire and a field test were used to obtain the experimental results. The key findings suggest that the proposed method has a…
Descriptors: Handheld Devices, Telecommunications, Geology, Field Studies
Iskrenovic-Momcilovic, Olivera – Interactive Learning Environments, 2023
The aim of the research is to examine the contribution of mobile application using in botanical fieldwork to the quality and durability of knowledge of the subject Nature and society compared to multimedia teaching in the fourth grade of primary school. The study involved 120 students, divided into two groups: control group, which taught on the…
Descriptors: Elementary School Students, Control Groups, Grade 4, Handheld Devices
Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
Ebadi, Saman; Amini, Zhila; Gheisari, Nouzar – Smart Learning Environments, 2023
Mobile-based extramural English (EE) activities, including watching movies, playing digital games, and listening to music outside the classroom, have played an important role in increasing learners' interest in English as a foreign language (EFL). This mixed-method design study aimed to investigate the role of EE activities in the vocabulary…
Descriptors: English Language Learners, English (Second Language), Relationship, Handheld Devices
Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
Kaloostian, Damita – ProQuest LLC, 2023
Effective policy development will be critical to address educational challenges within the Global South. To accelerate economic, political, and social goals, the Global South is under increasing pressure to mimic policy development from other countries. In 2016, the Liberian Ministry of Education leveraged policy transfer to address systemic…
Descriptors: Foreign Countries, Policy Formation, Information Technology, Telecommunications
Song, Donggil; Glazewski, Krista – Education and Information Technologies, 2023
Focusing on the sustainability and affordability when using information technology, the mechanism of student-generated questioning (SGQ) and scaffolding for SGQ in reading comprehension tasks were explored within the self-regulated learning framework in this study. We employed a mixed methods design to examine the effects of scaffolding in an SGQ…
Descriptors: Foreign Countries, Elementary School Students, Grade 7, Scaffolding (Teaching Technique)
Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Deighton, Kevin; Hudson, Joanne; Manley, Andrew J.; Kaiseler, Mariana; Patterson, Laurie B.; Rutherford, Zoe H.; Swainson, Michelle – Journal of Further and Higher Education, 2019
An increase in the number of students entering higher education has intensified the need for targeted strategies to support a wider range of student requirements. Current research suggests that emotional intelligence (EI) may be associated with academic success, progression and retention in university students but the use of EI screening as a…
Descriptors: Emotional Intelligence, Handheld Devices, Written Language, Telecommunications
Villalobos-Buehner, Maria – The EUROCALL Review, 2020
The goals of this research were twofold. First, to measure changes in cultural awareness levels between two groups of students in their third semester of a Spanish class. The trained group formed by university students from the USA collaborated with another group of university students from Colombia using Skype. The second aim was to identify…
Descriptors: Cultural Awareness, Intercultural Communication, Undergraduate Students, Computer Mediated Communication
Chung, Tingting; Wilsey, Stephanie; Mykita, Alexandra; Lesgold, Elaine; Bourne, Jennifer – International Journal of Information and Learning Technology, 2019
Purpose: Mobile technologies, such as QR codes, play a particularly important role in scaffolding the child user's active learning in informal environments. The purpose of this paper is to examine the impact of QR code scanning on two informal learning outcomes: increased interest and greater knowledge understanding. Design/methodology/approach:…
Descriptors: Information Technology, Telecommunications, Coding, Informal Education
Gezgin, Deniz Mertkan – International Journal of Distance Education Technologies, 2019
This article investigates the effect of mobile learning support on students' academic success on a database management systems (DBMS) course. The research was carried out with 36 students attending a state university in Turkey. In this study, a mixed method was used, which includes both quantitative and qualitative data collection techniques. For…
Descriptors: Management Systems, Databases, Academic Achievement, Pretests Posttests
Hochberg, Katrin; Kuhn, Jochen; Müller, Andreas – Journal of Science Education and Technology, 2018
Smartphones as experimental tools (SETs) offer inspiring possibilities for science education, as their built-in sensors allow many different measurements, but until now, there has been little research that studies this approach. Due to current interest in their development, it seems necessary to provide empirical evidence about potential effects…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Nasiri, Yusra Sulaiman Mohamed Al – ProQuest LLC, 2018
Purpose: Sickle cell disease (SCD) is a genetic blood disorder that increases the risk for recurrent painful episodes. Parents' knowledge regarding SCD management is poor, leading to poor symptom management and lower Health Related Quality of Life (HRQOL) in children with SCD. The purpose of this study was to examine the effects of a parent…
Descriptors: Parent Child Relationship, Self Efficacy, Parent Attitudes, Quality of Life