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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
Siyam, Nur; Abdallah, Sherief – Journal of Special Education Technology, 2022
Good coordination among school staff and families leads to increased learning quality and academic success for students with special education needs and disabilities (SEND). This pilot study aims to investigate the use of mobile technology for the coordination of therapy and learning for students with SEND. This study first follows a participatory…
Descriptors: Students with Disabilities, Educational Technology, Telecommunications, Handheld Devices
Rodríguez Fuentes, Antonio; Caurcel Cara, María Jesús; Gallardo-Montes, Carmen del Pilar; Crisol Moya, Emilio – Education Sciences, 2021
Background: In education, Information and Communication Technology (ICT) has gone from being a convenient option to a permanent necessity. For students and people with functional diversity, it is of seminal importance. It is therefore worth learning how professionals perceive digital tools and apps for people and students with functional diversity…
Descriptors: Psychometrics, Questionnaires, Autism, Pervasive Developmental Disorders
Rivera, Christopher J. – College Teaching, 2019
Encouraging engagement and collaboration amongst students can sometimes be difficult in university classrooms. Merging current technologies as a platform to incorporate collaborative practices and increasing desired student behaviors could be beneficial. The purpose of this manuscript is to share how a Web application, ClassDojo (2018), was used…
Descriptors: Educational Technology, Classroom Techniques, Cooperative Learning, Undergraduate Students
Durgungoz, Fatma Canan; Durgungoz, Ahmet – Online Submission, 2021
This research explores the use of touchscreen devices with children with special educational needs and disabilities (SEND) regarding their engagement with schoolwork. The participant children's attention, interaction and success with tablet computers and traditional materials were evaluated to fulfil the research aims. The study was conducted in a…
Descriptors: Students with Disabilities, Educational Technology, Technology Uses in Education, Handheld Devices
Romans, Sara K.; Wills, Howard P.; Huffman, Jonathan M.; Garrison-Kane, Linda – Preventing School Failure, 2020
Individuals with Autism Spectrum Disorders (ASD) often demonstrate behaviors that impair their school experiences. Therefore, the implementation of research-based strategies that will foster success for students with ASD is critical. The purpose of this study was to investigate the effect of a web-based self-monitoring application, I-Connect,…
Descriptors: Autism, Pervasive Developmental Disorders, Behavior Problems, Time on Task
Polat, Elif; Cagiltay, K.; Aykut, C.; Karasu, N. – Australian Journal of Learning Difficulties, 2019
Students with specific learning disabilities (SLD) typically do not perform at the expected levels of academic achievement. Tangible mobile applications are learning devices that allow for physical engagement and multisensory interaction. They present as promising tools to facilitate learning for students with SLD. This study explored the use of a…
Descriptors: Foreign Countries, Learning Disabilities, Computer Oriented Programs, Educational Technology
Alzrayer, Nouf M.; Banda, Devender R. – Intervention in School and Clinic, 2017
Students with autism spectrum disorder (ASD) have difficulties in communication that limit their opportunities to participate in daily living and educational activities. Augmentative alternative communication is one of the strategies used to strengthen the communication skills of students with limited communication skills. Students with ASD…
Descriptors: Autism, Pervasive Developmental Disorders, Communication Skills, Handheld Devices
Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
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
Christensen, Claire; Hoisington, Cindy; Vahey, Phil; Hupert, Naomi; Pasnik, Shelley – Education Development Center, Inc., 2019
Education Development Center, Inc. (EDC) and SRI International conducted an independent study of the Public Broadcasting Service (PBS) KIDS "Play & Learn Science" app, which includes in-app and direct hands-on science explorations for children ages 3 to 6 and their parents. This study explored the impact of the PBS KIDS "Play…
Descriptors: Play, Hands on Science, Inquiry, Young Children
Matthew T. Marino; Kathleen M. Becht; Eleazar Vasquez; Jennifer L. Gallup; James D. Basham; Benjamin Gallegos – TEACHING Exceptional Children, 2014
Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Video Games
Arthanat, Sajay; Curtin, Christine; Kontak, David – Journal of Occupational Therapy, Schools & Early Intervention, 2015
Mainstream technologies are widely being employed in inclusive and special education classrooms to accommodate the learning needs of students. As the evidence of their effectiveness evolves, educators and school-based therapists need tools and documentable strategies for their implementation. This research presents an evaluation protocol to guide…
Descriptors: Educational Technology, Technology Uses in Education, Developmental Disabilities, Handheld Devices
Retter, Shannan; Anderson, Christine; Kieran, Laura – Journal of Educational Multimedia and Hypermedia, 2013
This action research project explored the use of the iPad 2 in a special education classroom with high school students who were considered struggling readers to determine if an academic gain in reading comprehension, reading fluency, and vocabulary implementing the intervention of an iPad and four specific applications (apps). The high school…
Descriptors: Handheld Devices, Educational Technology, Learning Disabilities, Special Education