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Showing 1 to 15 of 24 results Save | Export
Kimberly Ann Dalius – ProQuest LLC, 2024
This study explored how developing digital literacy skills could influence digital self-efficacy, cognitive load, mindfulness, and productivity among Generation Z college students in Karachi, Pakistan, using the Pauseitive app. With digital tools playing an ever-growing role in education, understanding their impact on students' mental processes…
Descriptors: Foreign Countries, College Students, Technology Uses in Education, Educational Technology
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Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
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Katie M. Wiskow; Shrinidhi Subramaniam; Esteban Montenegro-Montenegro – Journal of Applied Behavior Analysis, 2024
Equivalence-based instruction (EBI) is an efficient method that has been used to teach various skills, including content in college courses. This study extended the literature on EBI in higher education by teaching 13 graduate students to identify features of functional analysis conditions and variations. Equivalence-based instruction methods were…
Descriptors: Computer Oriented Programs, Teaching Methods, Graduate Students, Learning Management Systems
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Ping, Grace Lee Yuan; Lok, Chang; Yeat, Tan Wei; Cherynn, Tan Jie Ying; Tan, Emelyn Sue Qing – Chemistry Education Research and Practice, 2018
Three internally developed mobile apps, "3D Sym Op", "SM2 Chem" and "ARMolVis," available for free on both the Apple App Store and Google Play Store were evaluated in seven studies. Each study was a systematic process of Pre-Test, In-lecture App Demo, App Assisted Interactive Tutorials (AAITs) and/or Independent App…
Descriptors: Chemistry, Science Instruction, Computer Oriented Programs, Statistical Analysis
Lee, Jung Eun June – ProQuest LLC, 2018
Childhood obesity has become a national concern in the U.S. over the past decades. Offering quality physical education programs is one of the effective approaches of a variety of school-based physical interventions. To gain children's attention and their lack of interest in physical movement, physical education teachers have recently employed…
Descriptors: Child Health, Physical Education, Physical Activity Level, Student Motivation
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Newman, Richard; van der Ventel, Brandon; Hanekom, Crischelle – Physics Education, 2017
Probing university students' understanding of direct-current (DC) resistive circuits is still a field of active physics education research. We report here on a study we conducted of this understanding, where the cohort consisted of students in a large-enrollment first-year physics module. This is a non-calculus based physics module for students in…
Descriptors: Science Instruction, College Science, College Students, Scientific Concepts
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Tucker, Stephen I.; Lommatsch, Christina W.; Moyer-Packenham, Patricia S.; Anderson-Pence, Katie L.; Symanzik, Jürgen – International Journal of Research in Education and Science, 2017
The purpose of this study was to examine patterns of mathematical practices evident during children's interactions with touchscreen mathematics virtual manipulatives. Researchers analyzed 33 Kindergarten children's interactions during activities involving apps featuring mathematical content of early number sense or quantity in base ten, recorded…
Descriptors: Kindergarten, Teaching Methods, Manipulative Materials, Educational Technology
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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Vatalaro, Angela; Culp, Anne McDonald; Hahs-Vaughn, Debbie L.; Barnes, Amanda C. – Early Childhood Education Journal, 2018
This study examined the efficacy of using different types of mobile media apps to increase the receptive and expressive vocabulary development of 3-, 4-, and 5-year-old preschool children living in economically disadvantaged communities. Children and teachers in four Head Start classrooms participated in the quasi-experimental study, which…
Descriptors: Quasiexperimental Design, Telecommunications, Handheld Devices, Educational Technology
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Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPad® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
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Jou, Min; Lin, Yen-Ting; Tsai, Hsieh-Chih – Interactive Learning Environments, 2016
Synthesis of Materials is regarded as an important core subject in engineering education. However, many concepts and knowledge in the material synthesis can be rather abstract and difficult to understand by the student learners. Experiments are limited in scope due to lack of equipment, control of toxic materials, and risks of chemical reactions,…
Descriptors: Engineering Education, Computer Oriented Programs, Educational Technology, Technology Uses in Education
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Kuhn, Jochen; Lukowicz, Paul; Hirth, Michael; Poxrucker, Andreas; Weppner, Jens; Younas, Junaid – IEEE Transactions on Learning Technologies, 2016
Smart Glasses such as Google Glass are mobile computers combining classical Head-Mounted Displays (HMD) with several sensors. Therefore, contact-free, sensor-based experiments can be linked with relating, near-eye presented multiple representations. We will present a first approach on how Smart Glasses can be used as an experimental tool for…
Descriptors: Educational Technology, Technology Uses in Education, Science Experiments, Physics
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Genç, Zülfü; Aydemir, Emrah – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using…
Descriptors: Foreign Countries, Academic Achievement, Retention (Psychology), Puzzles
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Wang, June-Yi; Wu, Hsin-Kai; Chien, Sung-Pei; Hwang, Fu-Kwun; Hsu, Ying-Shao – Journal of Educational Computing Research, 2015
So far relatively little research in education has explored the pedagogical and learning potentials of applications (Apps) on tablet PCs (TPCs). Drawing upon research on learning technologies and taking an embodied perspective, this study first identified educational functionalities of TPCs and generated guidelines to design educational Apps for…
Descriptors: Physics, Science Instruction, Secondary School Science, High School Students
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Seok, Soonhwa; DaCosta, Boaventura; Yu, Byeong Min – Education and Training in Autism and Developmental Disabilities, 2015
The present study compared a spelling practice intervention using a tablet personal computer (PC) and picture cards with three students diagnosed with developmental disabilities. An alternating-treatments design with a non-concurrent multiple-baseline across participants was used. The aims of the present study were: (a) to determine if…
Descriptors: Drills (Practice), Spelling, Pictorial Stimuli, Laptop Computers
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