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Can, Yusuf; Aksoy, Mehmet Akif; Aksoy, Esra; Narli, Serkan – Journal of Educational Technology and Online Learning, 2022
The number and variety of educational mathematics mobile applications (EMMAs) make it difficult to select mobile applications for mathematics learning and teaching. Therefore, in this study, multi-criteria decision-making (MCDM) techniques, which are effectively used in a wide variety of disciplines, were applied to choose among alternative…
Descriptors: Educational Technology, Computer Oriented Programs, Mathematics Education, Mathematical Applications
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Shalsa Billa Ardhana Neswary; Binar Kurnia Prahani – Anatolian Journal of Education, 2023
The merdeka curriculum is a curriculum whose learning structure is divided into two main activities, namely learning that refers to student learning outcomes in each subject and projects to strengthen the Pancasila student profile. A digital pocketbook is an electronic book that contains information in the form of text or images that can be…
Descriptors: Science Curriculum, Physics, Electronic Learning, Electronic Publishing
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Chai, Xun Yu; Subramaniam, Ganakumaran – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The 21st century education is to provide students with digital learning experiences alongside creating a path to independent and collaborative learning. In this regard, computer-mediated communication (CMC) is receiving great attention in the field of education. Using a case study mixed methods approach, this paper examines the communication…
Descriptors: Communication Strategies, Handheld Devices, Asynchronous Communication, Electronic Learning
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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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Cederqvist, A-M. – Education and Information Technologies, 2022
Designing programmed technological solutions (PTS) with programming materials has become a way to contextualise educational content related to PTS and programming. However, studies show that pupils have difficulties conceptualising central phenomena involved in the process, which affects their ability to design PTS. In order to understand these…
Descriptors: Programming, Coding, Computer System Design, Elementary School Students
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Tuncay Saritas, Mustafa – Educational Research and Reviews, 2022
Mobile technologies have started to be preferred as a new learning technology in teaching and learning. Considering the need for adequate and rapid feedback in solving mathematical problems that students have difficulty with reflects the need for a different educational practice and technology. In this study, based on design-based research (DBR)…
Descriptors: Mathematics Education, Electronic Learning, Handheld Devices, Outcomes of Education
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Duong Huu Tong; Tien-Trung Nguyen; Bui Phuong Uyen; Lu Kim Ngan – Contemporary Educational Technology, 2023
Mobile learning (m-learning) is a crucial educational technology for teacher education due to its significant benefits and the development of mobile technology. This study's objective is to conduct a systematic review and present a recent synthesis of the m-learning literature from 2018 to 2023 in teacher education relating to subject publication…
Descriptors: Electronic Learning, Preservice Teacher Education, Preservice Teachers, Research Methodology
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Baguma, Rehema; Bagarukayo, Emily; Namubiru, Proscovia; Brown, Cheryl; Mayisela, Tabisa – International Journal of Education and Development using Information and Communication Technology, 2019
Most universities in Uganda encourage memorization as the predominant method of learning. This has been partly linked to limited practical pedagogical skills among educators, to effectively engage students to develop Higher Order Thinking Skills (HOTS). Consequently, students are not well prepared for the world after university. WhatsApp Enabled…
Descriptors: Computer Oriented Programs, Thinking Skills, Social Theories, Foreign Countries
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Malik, Sohail Iqbal; Mathew, Roy; Al-Nuaimi, Rim; Al-Sideiri, Abir; Coldwell-Neilson, Jo – Education and Information Technologies, 2019
Problem solving skills are considered an integral part of grasping the precise concepts of the programming domain for novices in introductory programming (IP) courses. But these skills are mostly covered only in early lectures of such courses or are included in just a few early chapters of some relevant textbooks. Consequently, high failure and…
Descriptors: Problem Solving, Skill Development, Electronic Learning, Handheld Devices
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Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
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Cheng, Shu-Chen; Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2019
Several previous studies have emphasized the importance of situating students in authentic learning or problem-solving contexts to enhance their learning performances. However, some challenges of situated learning have been stated, such as the lack of effective learning support or concrete objective design to improve students' learning engagement,…
Descriptors: Active Learning, Experiential Learning, Authentic Learning, Electronic Learning
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Tu, Yun-Fang; Hwang, Gwo-Jen – Interactive Learning Environments, 2020
Based on the Technology-based Learning model, the present study reviews the published papers on mobile technologies in Hospitality, Leisure, Sport and Tourism (HLST) education in the Scopus database from 2002 to 2017. Various dimensions, including application domains, research issues, research sample groups, research methods, adopted technologies,…
Descriptors: Educational Trends, Electronic Learning, Hospitality Occupations, Leisure Education
Figueiredo, Mauro; Godejord, Beata; Rodrigues, José – International Association for Development of the Information Society, 2016
Low achievement in mathematics education has been an increasing problem in the recent years in some countries. According to a 2010 study from the U.S. Department of Education, blended learning classes produce statistically better results than their face-to-face. There is also an increasing number of students using smartphones and tablets in…
Descriptors: Computer Oriented Programs, Handheld Devices, Mathematics Activities, Interactive Video
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Falloon, Garry – International Journal of Research & Method in Education, 2018
Criticisms have been levelled at e-research that limited knowledge has been produced helpful for guiding educators in using digital tools more effectively for teaching and learning. This issue has become more acute with the emergence of mobile devices that enable learners to transition across different learning spaces and times. Traditional data…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Technology Uses in Education
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