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Showing 1 to 15 of 213 results Save | Export
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Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
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Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Deighton, Kevin; Hudson, Joanne; Manley, Andrew J.; Kaiseler, Mariana; Patterson, Laurie B.; Rutherford, Zoe H.; Swainson, Michelle – Journal of Further and Higher Education, 2019
An increase in the number of students entering higher education has intensified the need for targeted strategies to support a wider range of student requirements. Current research suggests that emotional intelligence (EI) may be associated with academic success, progression and retention in university students but the use of EI screening as a…
Descriptors: Emotional Intelligence, Handheld Devices, Written Language, Telecommunications
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Chen, Chih-Ming; Liu, Huimei; Huang, Hong-Bin – ReCALL, 2019
Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
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Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension
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Chung, Tingting; Wilsey, Stephanie; Mykita, Alexandra; Lesgold, Elaine; Bourne, Jennifer – International Journal of Information and Learning Technology, 2019
Purpose: Mobile technologies, such as QR codes, play a particularly important role in scaffolding the child user's active learning in informal environments. The purpose of this paper is to examine the impact of QR code scanning on two informal learning outcomes: increased interest and greater knowledge understanding. Design/methodology/approach:…
Descriptors: Information Technology, Telecommunications, Coding, Informal Education
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Aharony, Noa; Zion, Avi – Journal of Educational Computing Research, 2019
The current study seeks to shed light on the usage habits of the "WhatsApp" application among teenagers, exploring the effect of mobile instant messaging distractions on pupils' working memory performance. Research was conducted in Israel during 2016 school year. The study sample was divided into two groups randomly--a control group and…
Descriptors: Social Media, Computer Mediated Communication, Short Term Memory, Adolescents
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Gezgin, Deniz Mertkan – International Journal of Distance Education Technologies, 2019
This article investigates the effect of mobile learning support on students' academic success on a database management systems (DBMS) course. The research was carried out with 36 students attending a state university in Turkey. In this study, a mixed method was used, which includes both quantitative and qualitative data collection techniques. For…
Descriptors: Management Systems, Databases, Academic Achievement, Pretests Posttests
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Hochberg, Katrin; Kuhn, Jochen; Müller, Andreas – Journal of Science Education and Technology, 2018
Smartphones as experimental tools (SETs) offer inspiring possibilities for science education, as their built-in sensors allow many different measurements, but until now, there has been little research that studies this approach. Due to current interest in their development, it seems necessary to provide empirical evidence about potential effects…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Nasiri, Yusra Sulaiman Mohamed Al – ProQuest LLC, 2018
Purpose: Sickle cell disease (SCD) is a genetic blood disorder that increases the risk for recurrent painful episodes. Parents' knowledge regarding SCD management is poor, leading to poor symptom management and lower Health Related Quality of Life (HRQOL) in children with SCD. The purpose of this study was to examine the effects of a parent…
Descriptors: Parent Child Relationship, Self Efficacy, Parent Attitudes, Quality of Life
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Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2018
"Prêt à Négocier" (PàN) is an interactive digital information gap game designed to help French students improve their interaction skills. In this study, we examined the effects of its use on improving French learners' vocabulary. Following a pretest/posttest design, we compared the development of 20 French words between an experimental…
Descriptors: Second Language Learning, Second Language Instruction, French, Vocabulary Development
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Revilla, Melanie – Field Methods, 2017
The development of web surveys has been accompanied by the emergence of new scales, taking advantages of the visual and interactive features provided by the Internet like drop-down menus, sliders, drag-and-drop, or order-by-click scales. This article focuses on the order-by-click scales, studying the comparability of the data obtained for this…
Descriptors: Online Surveys, Internet, Telecommunications, Handheld Devices
Weeks, Nancy Anne – ProQuest LLC, 2017
The purpose of this quantitative study was to investigate the effect of a 4-week, school-based, Sosh iPad application intervention on the social skills inventory of participants diagnosed with High Functioning Autism (HFA). The intervention implementation took place during a 4-week period at two separate public school districts within the…
Descriptors: Handheld Devices, Computer Oriented Programs, Intervention, Interpersonal Competence
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Sauers, Nicholas J.; McLeod, Scott – Journal of Educational Computing Research, 2018
Although school 1:1 computing programs have been around for over 20 years, the literature base on such programs remains sparse. Despite limited research on efficacy and implementation, 1:1 initiatives are increasingly popular in P-12 schools. The impact of these programs is not yet certain. The purpose of this study was to determine the impact…
Descriptors: Technological Literacy, Technology Integration, Control Groups, Experimental Groups
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