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Lockias Chitanana – Education and Information Technologies, 2024
This study investigated how lecturers and university students used WhatsApp as an academic tool. The study employed an ANT methodological and analytical framework to investigate WhatsApp as an academic tool in a university set-up in post COVID-19 era. Participants were selected from one state university. The snowball purposive sampling approach…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, College Faculty
Polinsky, Naomi J. – ProQuest LLC, 2023
Over the past decade the market for children's digital play activities focused on science, technology, engineering, and mathematics (STEM) has grown exponentially. One benefit to the growth in digital STEM play is that it can provide children opportunities to engage the cognitive skills and practices that can be valuable for formal STEM learning.…
Descriptors: Play, STEM Education, Educational Technology, Cognitive Ability
Heba Abou-El-Sood – Accounting Education, 2025
The surge in technology adoption has transformed students into 'digital natives' who require innovative teaching methods to enhance their engagement and learning. This paper investigates the impact of integrating QuickBooks®, an accounting mobile app, on students' learning, engagement, and interest in the course. It utilizes a survey questionnaire…
Descriptors: Accounting, Educational Technology, Technology Uses in Education, Telecommunications
Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
Melcher, Jennifer; Camacho, Erica; Lagan, Sarah; Torous, John – Journal of American College Health, 2022
Objective: College students' demand for mental health resources is straining the services offered by colleges. While mobile apps demonstrate potential to help, students' engagement with these apps remains low. This study examines why college students show poor engagement with mental health apps and how apps may be adapted to suit this population.…
Descriptors: College Students, Learner Engagement, Mental Health, Educational Technology
Tang, Kai-Yu; Chen, Chao-Chen; Hwang, Gwo-Jen; Tu, Yun-Fang – Educational Technology Research and Development, 2022
Mobile learning strategies have been employed for social learning activities, including library- and museum-supported learning. Previous studies have reviewed the literature from the technological aspect. However, a retrospective study from the perspective of bibliometric and network structure has not yet been provided. The aim of this study was…
Descriptors: Learning Strategies, Handheld Devices, Educational Technology, Computer Oriented Programs
Shatha Mohammed Almalki – International Journal of Mobile and Blended Learning, 2024
This critical participatory action research explored undergraduate female Saudi students' perspectives on the implications of a self-organised learning environment (SOLE) via their mobile devices. Data was gathered from interviews and focus groups using a convenience sample of 27 undergraduate students and the researcher's reflective journals. The…
Descriptors: Student Attitudes, Individualized Instruction, Educational Environment, Handheld Devices
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
Faith Micah Abenes; Dennis G. Caballes; Samuel A. Balbin; Xides Leonore P. Conwi – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This research project aims to create a gamified instructional material tailored for Grade 8 students that includes a partially deaf student attending mainstream science classes. The developed gamified mobile application underwent expert review and was used as an intervention tool to enhance academic performance in physics among these…
Descriptors: Gamification, Handheld Devices, Computer Oriented Programs, Educational Technology
Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
Ahmed Ashraf Butt – ProQuest LLC, 2023
The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback.…
Descriptors: Prompting, Electronic Learning, Engineering, Learner Engagement
Sara Gonçalves; Bárbara Longa; Isabel Barroso; Conceição Rainho; Vítor Rodrigues – Current Issues in Education, 2025
The transformative impact of online tools in post-COVID-19 education is explored through a scoping review encompassing eight fundamental studies. This scoping review uniquely contributes to the existing literature by addressing specific gaps, such as the detailed comparison between pre- and post-pandemic educational practices and the underexplored…
Descriptors: Educational Technology, Technology Uses in Education, Educational Change, COVID-19
Mokmin, Nur Azlina Mohamed; Jamiat, Nurullizam – Education and Information Technologies, 2021
Based on the study of virtual learning systems, motion learning theory, and instructional design theory, a virtual fitness trainer app named TRAINIME has been developed to be used as one of the tools to teach exercise for fitness education programs. This paper describes the design and development as well as the evaluation of the developed app. The…
Descriptors: Physical Education, Physical Fitness, Educational Technology, Computer Oriented Programs
Donally, Jaime – Educational Leadership, 2019
Incorporating virtual reality or augmented reality into classroom instruction and activities not only engages students, it provides learning experiences otherwise unavailable, such as virtually walking on the moon or building a 360-degree animation of a Revolutionary War battle. The author gives examples of ways AR and VR can be used in…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Teaching Methods