Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 13 |
Since 2006 (last 20 years) | 18 |
Descriptor
Difficulty Level | 18 |
Elementary School Students | 18 |
Handheld Devices | 18 |
Educational Technology | 11 |
Technology Uses in Education | 11 |
Foreign Countries | 10 |
Telecommunications | 9 |
Cognitive Processes | 7 |
Grade 5 | 7 |
Teaching Methods | 7 |
Student Attitudes | 6 |
More ▼ |
Source
Author
Publication Type
Reports - Research | 14 |
Journal Articles | 12 |
Collected Works - Proceedings | 2 |
Speeches/Meeting Papers | 2 |
Dissertations/Theses -… | 1 |
Numerical/Quantitative Data | 1 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 18 |
Intermediate Grades | 8 |
Grade 5 | 6 |
Middle Schools | 6 |
Early Childhood Education | 4 |
Primary Education | 4 |
Secondary Education | 3 |
Grade 3 | 2 |
Grade 4 | 2 |
Grade 6 | 2 |
Junior High Schools | 2 |
More ▼ |
Audience
Location
Taiwan | 4 |
Germany | 2 |
United Kingdom (England) | 2 |
Africa | 1 |
Arkansas | 1 |
Brazil | 1 |
Canada | 1 |
China | 1 |
China (Beijing) | 1 |
Colorado | 1 |
Czech Republic | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Firuzan Hilal Karabay; Can Mese – Asia Pacific Education Review, 2025
In the study, problem-solving educational software (ProSES) was developed to reduce the challenges and mistakes experienced by primary school third-grade students in mathematical problem solving and to provide scaffolding and hint support for teacher help for the students using mobile technologies. The study aimed to determine the impact of the…
Descriptors: Computer Software, Elementary School Students, Grade 3, Mathematics Instruction
Dreama Carroll – ProQuest LLC, 2023
Reading is one of the most important skills that students learn in elementary school. The problem addressed in this study is the decrease in proficiency of reading comprehension when primary grade students are assessed using a digital device to read and respond to instead of reading a text from a paper-based test. The purpose of this study is to…
Descriptors: Technology Uses in Education, Handheld Devices, Reading Instruction, Cognitive Processes
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Wang, Cixiao; Le, Huixiao – Journal of Educational Computing Research, 2022
In collaborative learning, the intuition "the more device, the merrier" is somehow widely acknowledged, but little research has investigated the relationship between device-student ratio and the learning outcome. This study aims to investigate not only the main effect of different device-student ratio, also to identify the moderators in…
Descriptors: Cooperative Learning, Access to Computers, Technology Uses in Education, Educational Technology
Blumenthal, Stefan; Blumenthal, Yvonne – International Journal of Educational Methodology, 2020
Progress monitoring of academic achievement is an essential element to prevent learning disorders. A prominent approach is curriculum-based measurement (CBM). Various studies have documented positive effects of CBM on students' achievement. Nevertheless, the use of CBM is associated with additional work for teachers. The use of tablets may be of…
Descriptors: Instructional Effectiveness, Curriculum Based Assessment, Computer Assisted Testing, Handheld Devices
Kumalija, Elhard; Yi, Sun; Fatih, Ymran – International Association for Development of the Information Society, 2018
Dynamic program visualization tools helps to reduce the cognitive load of students in learning programming. However, to authors' understanding there is no dynamic program visualization tool that can be used in a widely available smartphones. In this study, we design a Dynamic visualization engine for java programs that is integrated to java code…
Descriptors: Programming, Visualization, Difficulty Level, Telecommunications
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Gybas, Vojtech; Klubal, Libor; Kostolányová, Katerina – International Association for Development of the Information Society, 2019
This paper summarizes the results of the completed and defended dissertation on the topic of Categorization of pupil work with tablets in a special elementary school in the Czech Republic. This work was a two-phase research. Qualitative research - a four-year structured observation of pupils at a special elementary school, where categorization was…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Educational Technology
Hanrahan, Fidelma; Hughes, Ed; Banerjee, Robin; Eldridge, Alice; Kiefer, Chris – International Journal of Music Education, 2019
Little is currently known about the possible benefits of using networked technology to enhance ensemble performance. This study explored whether the introduction of specially devised technology -- networked tablets using traditional music notation -- to a primary school orchestra would enhance the experience of ensemble music. Particular emphasis…
Descriptors: Music Education, Music Activities, Elementary School Students, Music
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Tsai, Chi-Ruei – Research in Science Education, 2017
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science inquiry learning practice. To understand how POE can affect the cognitive-affective learning…
Descriptors: Science Instruction, Cognitive Processes, Difficulty Level, Anxiety
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
Steedle, Jeffrey; McBride, Malena; Johnson, Marc; Keng, Leslie – Partnership for Assessment of Readiness for College and Careers, 2016
The first operational administration of the Partnership for Assessment of Readiness for College and Careers (PARCC) took place during the 2014-2015 school year. In addition to the traditional paper-and-pencil format, the assessments were available for administration on a variety of electronic devices, including desktop computers, laptop computers,…
Descriptors: Computer Assisted Testing, Difficulty Level, Test Items, Scores
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Liu, Tzu-Chien; Lin, Yi-Chun; Paas, Fred – British Journal of Educational Technology, 2013
This study investigated whether arrow-line cues can improve the effectiveness and efficiency of learning in a mobile device supported learning environment on leaf morphology of plants, either with or without the use of real plants. A cued and un-cued condition, in which primary school students used text and pictures on a tablet PC, were compared…
Descriptors: Electronic Learning, Handheld Devices, Cues, Plants (Botany)
Israel, Maya; Marino, Matthew T.; Basham, James D.; Spivak, Wenonoa – Journal of Research on Technology in Education, 2013
Instructional designers are increasingly considering how to include students as participants in the design of instructional technologies. This study provides a lens into participatory design with students by examining how students conceptualized learning applications in science, technology, engineering, and mathematics (STEM) by designing paper…
Descriptors: Elementary School Students, Grade 5, Instructional Design, Computer Oriented Programs
Previous Page | Next Page »
Pages: 1 | 2