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Lin, Jian-Wei; Huang, Hsieh-Hong; Tsai, Chia-Wen – Journal of Computer Assisted Learning, 2023
Background: Social network awareness (SNA) enables students to know the online learning context of peers in computer-supported collaborative learning (CSCL) and it has been used to improve peer interaction and participation in collaborative learning tasks. Mobile learning enables students to access learning content and discuss content with peers…
Descriptors: Electronic Learning, Handheld Devices, Cooperative Learning, Social Networks
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Wikanta, Wiwi; Suharti, Peni; Asy'ari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only…
Descriptors: Practicums, Handheld Devices, Electronic Learning, Computer Simulation
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Hsu, Keng-Chih; Liu, Gi-Zen – Interactive Learning Environments, 2023
With the advancement of mobile technology, mobile-assisted language learning (MALL) has significant potential regarding its practical applications and benefits in foreign language learning. Nevertheless, little research was conducted to examine factors regarding the facilitation of oral communication through MALL based on established theories or…
Descriptors: Literature Reviews, Electronic Learning, Handheld Devices, Speech Communication
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Stoszkowski, John; Collins, Dave – Sport, Education and Society, 2022
Sport coaching researchers have stressed the need for reflection in practitioners whilst the increased growth and impact of online applications has offered new ways to pursue this important goal. Recently, Stoszkowski, Hodgkinson and Collins (2021) showed that Flipgrid, an online communication tool that enables short video-based interactions, was…
Descriptors: Educational Technology, Cooperative Learning, Electronic Learning, Athletic Coaches
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Pacholek, Kamila; Prostean, Madalina; Burris, Sarah; Cockburn, Lynn; Nganji, Julius; Nadège, Anya Ngo; Mbibeh, Louis – Interactive Learning Environments, 2023
A violent conflict, known as the Anglophone Crisis has been occuring in the Northwest and Southwest Regions of Cameroon since 2016. This conflict and associated consequences have affected the way healthcare is provided. To help meet the needs of healthcare workers and other service providers, a community of practice called 'The Forum' was…
Descriptors: Computer Mediated Communication, Critical Thinking, Counselor Training, Mental Health Workers
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Todd White; Richard G. Brody; Gaurav Gupta – Advances in Accounting Education: Teaching and Curriculum Innovations, 2021
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Introductory Courses
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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
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Jordan, Katy – Technology, Pedagogy and Education, 2023
In response to disruption to education during the COVID-19 pandemic, mobile phone-based messaging has emerged in some instances as an accessible, low-connectivity way of promoting interactivity. However, no recent reviews have been undertaken in relation to how social media and messaging apps can be used to effectively support education in low-…
Descriptors: Computer Mediated Communication, Telecommunications, Handheld Devices, Written Language
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Wu, Junjie Gavin; Teng, Mark Feng; Lindsay, Miller – Australasian Journal of Educational Technology, 2022
This paper, drawing upon a mobile telecollaborative project, resonates with the rapid development of technology in language learning. We employed the instant messaging app WeChat to create an English telecollaborative environment for two groups of Chinese students to communicate within. Interview data were triangulated with students' chat…
Descriptors: Electronic Learning, Handheld Devices, English (Second Language), Cooperative Learning
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Jahn, Vladena Bätge; Lombaerts, Koen – International Journal of Mobile and Blended Learning, 2022
This study explored actualization of affordances of audiobooks for mobile learning, as well as constraints encountered by students engaging with elective readings in a university course. Participants often tried learning in different situations before settling on a preferred learning practice. Students reported having listened on-the-go as well as…
Descriptors: Affordances, Audio Books, College Students, Electronic Learning
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Zhou, Chun; Lewis, Matthew – Biochemistry and Molecular Biology Education, 2021
As a high-impact educational practice, cooperative learning uses a structured group study to promote students' active learning. Currently, it lacks economical yet effective tools to facilitate the interactive nature of structured cooperative learning in regular classrooms. Here, we have established a mobile technology-based cooperative learning…
Descriptors: Technology Integration, Educational Technology, Electronic Learning, Handheld Devices
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Wetcho, Suthanit; Na-Songkhla, Jaitip – Contemporary Educational Technology, 2021
Self-regulation is an essential skill in teacher development, especially for pre-service teachers who need to develop their own self-regulated skills while simultaneously promoting self-regulation in learners. This study outlines a teacher development program in which pre-service teachers participated in a self-regulatory process in a Mobile…
Descriptors: Preservice Teachers, Undergraduate Students, Reflection, Self Management
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Amara, Sofiane; Bendella, Fatima; Macedo, Joaquim; Santos, Alexandre – International Journal of Information and Communication Technology Education, 2021
Given the peculiarities of mobile computer-supported collaborative learning (MCSCL) environments, forming suitable groups in such learning environments represents a hard and time-consuming task. This is because many conditions related to mobile learners, devices, and environment should be considered. Unlike the existing solutions, the present…
Descriptors: Cooperative Learning, Telecommunications, Handheld Devices, Computer Assisted Instruction
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Shoesmith, Jake; Hook, Jonathan D.; Parsons, Andrew F.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Organic Fanatic is a free-of-charge quiz-based mobile application game that encourages students to test their abilities and enhance their learning of organic structure and reactivity through a fun, arcade-style interface. Students can attempt a total of 270 multiple choice questions, choosing from a possible 1080 associated answers that can be…
Descriptors: Electronic Learning, Handheld Devices, Tests, Organic Chemistry
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