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Youssef Tazouti; Aude Thomas; Lara Hoareau; Annette Jarlégan; Blandine Hubert; Christophe Luxembourger – European Journal of Psychology of Education, 2024
Educational apps can help children develop their early numeracy skills, but only if they incorporate certain pedagogical features. AppLINOU is an early numeracy app that was co-designed by a multidisciplinary team to be compatible with the way numeracy is taught in France's preschools. This study of whether incorporating AppLINOU into classroom…
Descriptors: Technology Uses in Education, Numeracy, Mathematics Skills, Teaching Methods
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Prana Dwija Iswara; J. Julia; Tedi Supriyadi; Enjang Yusuf Ali – Pegem Journal of Education and Instruction, 2023
Early reading skills at elementary school age have implications for reading performance at a later stage. The use of representative application-based learning media in the digital era has become a necessity. It was discovered that the learning practices implemented by the teachers did not stimulate students' motivation as the learning media tended…
Descriptors: Elementary School Students, Foreign Countries, Computer Oriented Programs, Handheld Devices
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Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning
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Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
Mehringer, Hannah; Fraga-González, Gorka; Pleisch, Georgette; Röthlisberger, Martina; Aepli, Franziska; Keller, Vera; Karipidis, Iliana I.; Brem, Silvia – Research and Practice in Technology Enhanced Learning, 2020
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by training grapheme-phoneme correspondences. A group of 34 children at risk for dyslexia trained three times a week during 14 weeks, on top of their standard school instruction. The sample was divided into two groups of 18 and 16 children, who started…
Descriptors: Computer Games, Reading Instruction, Computer Oriented Programs, Beginning Reading
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Ghalebandi, S. Ghazal; Noorhidawati, A. – Journal of Educational Computing Research, 2019
Traditional definitions of reading seem inadequate in today's world as children encounter and interact with electronic screen-based reading using handheld devices such as tablets, smart phones, and so on. This study builds upon the context of reading engagement for pleasure and targets Malaysian bilingual children at the early stage of learning to…
Descriptors: Recreational Reading, Electronic Publishing, Handheld Devices, Telecommunications
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education