Publication Date
In 2025 | 2 |
Since 2024 | 7 |
Since 2021 (last 5 years) | 13 |
Since 2016 (last 10 years) | 22 |
Since 2006 (last 20 years) | 24 |
Descriptor
Source
Author
Meurice, Alice | 2 |
Van de Vyver, Julie | 2 |
Abdillah, Yan Amal | 1 |
Agrawal, Riddhi | 1 |
Anh Hoang | 1 |
Anssi Lin | 1 |
Bax, Stephen, Ed. | 1 |
Carmo, Mafalda, Ed. | 1 |
Cetin, Hatice | 1 |
Cetin, Ibrahim | 1 |
Chen, Chi-Chang | 1 |
More ▼ |
Publication Type
Reports - Research | 19 |
Journal Articles | 17 |
Speeches/Meeting Papers | 3 |
Tests/Questionnaires | 3 |
Books | 2 |
Collected Works - Proceedings | 2 |
Reports - Descriptive | 2 |
Collected Works - General | 1 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 24 |
Intermediate Grades | 24 |
Middle Schools | 21 |
Grade 5 | 16 |
Grade 6 | 13 |
Secondary Education | 10 |
Grade 4 | 9 |
Junior High Schools | 9 |
Grade 7 | 8 |
Grade 8 | 5 |
Higher Education | 5 |
More ▼ |
Audience
Location
China | 4 |
Taiwan | 4 |
Australia | 3 |
Belgium | 3 |
Turkey | 3 |
Indonesia | 2 |
Italy | 2 |
South Africa | 2 |
United Kingdom | 2 |
Bhutan | 1 |
Botswana | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology
Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Yesilbag, Serkan; Korkmaz, Özgen – Education and Information Technologies, 2021
The purpose of this research is to assess the effect of Voki, a tool of web 2.0 on students' academic achievement and attitudes towards English courses. The study group of this research, using a quasi-experimental design with a pretest-posttest control group, consists of 5th-grade students at a public secondary school in the Merkezefendi district…
Descriptors: Computer Oriented Programs, Technology Uses in Education, Academic Achievement, Student Attitudes
Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
Kang, So Ra; Kim, Shin-Jeong; Kang, Kyung-Ah – Journal of School Nursing, 2022
The purpose of this study was to test the effects of a child sexual abuse prevention education program using a hybrid application (CSAPE-H) by examining fifth-grade students' (a) knowledge for sexual abuse prevention and (b) self-protective behaviors against sexual abuse. A quasi-experimental, pretest /posttest design was used. Sixty-eight…
Descriptors: Child Abuse, Sexual Abuse, Prevention, Grade 5
Pedagogical Framework for Cultivating Children's Data Agency and Creative Abilities in the Age of AI
Juho Kahila; Henriikka Vartiainen; Matti Tedre; Eetu Arkko; Anssi Lin; Nicolas Pope; Ilkka Jormanainen; Teemu Valtonen – Informatics in Education, 2024
The integration of artificial intelligence (AI) topics into K-12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and…
Descriptors: Personal Autonomy, Data, Children, Creativity
Özbek, Ahmet Bilal; Ergül, Cevriye – Journal of Special Education Technology, 2022
The aim of this study is to investigate the effectiveness of the Comprehension Strategies Mobile App (COSMA) on the reading comprehension performance of students with learning disabilities. Four students with learning disabilities (three boys, one girl) participated in the study. The experimental process of the study was carried out according to…
Descriptors: Students with Disabilities, Reading Comprehension, Learning Disabilities, Program Effectiveness
Vale, Pamela; Graven, Mellony – ZDM: Mathematics Education, 2023
The COVID-19 pandemic continues to present severe challenges to the education sector more than 2 years after the first case was detected. We explore the strategies South African teachers used to support continued mathematics learning at home during the COVID-19 pandemic across different stages of the response to it and across different contexts.…
Descriptors: Foreign Countries, Educational Strategies, COVID-19, Pandemics
Pinyo Wongthong – Journal of Educators Online, 2025
This study investigated the influence of synchronous online learning on students' and parents' perceptions of online learning. The research design was a mixed method approach that utilized survey questions administered to teachers, students, and parents at a demonstration school in Thailand. The findings revealed that Microsoft Teams and Zoom were…
Descriptors: Electronic Learning, Student Attitudes, Parent Attitudes, Synchronous Communication
Pal, Yatendra; Agrawal, Riddhi – Journal on School Educational Technology, 2019
The use of innovative methods in educational institutions is not just crucial, it is downright imperative. It has the potential to not just improve education system, but also to empower students, strengthen governance, and create retention value of all that has been taught. Gone are the days of archaic ideologies and methods of teaching. In modern…
Descriptors: Educational Technology, Computer Oriented Programs, Instructional Effectiveness, Elementary School Students
Hwang, Wu-Yuin; Hariyanti, Uun; Abdillah, Yan Amal; Chen, Holly S. L. – Educational Technology & Society, 2021
Geometry is essential for mathematics learning given that it is strongly related to our surroundings; however, few studies concentrated on using geometry in our daily life, especially using mobile devices with their sensors. Thus, this study proposed one app, Ubiquitous Geometry (UG), and explored its effects on learning angles and polygons in…
Descriptors: Geometry, Mathematics Instruction, Computer Oriented Programs, Educational Technology
Delforge, Carole; Van de Vyver, Julie; Meurice, Alice – Research-publishing.net, 2019
The research consisted in having an Actionbound mobile hunt for A1 learners of Dutch designed by a group of language Student Teachers (STs) within the framework of a second year course on foreign language teaching. The game was then implemented with two groups of fifth grade primary school pupils during their visit of the Hergé Museum in…
Descriptors: Indo European Languages, Foreign Countries, Second Language Instruction, Grade 5
Previous Page | Next Page »
Pages: 1 | 2