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Showing 1 to 15 of 67 results Save | Export
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Al-Balushi, Sulaiman M.; Al-Musawi, Ali S.; Ambusaidi, Abdullah K.; Al-Hajri, Fatemah H. – Journal of Science Education and Technology, 2017
The purpose of the current study was to investigate the effectiveness of interacting with animations using mobile devices on grade 12 students' spatial and reasoning abilities. The study took place in a grade 12 context in Oman. A quasi-experimental design was used with an experimental group of 32 students and a control group of 28 students. The…
Descriptors: Animation, Chemistry, Handheld Devices, Grade 12
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Mihci, Can; Donmez, Nesrin Ozdener – Turkish Online Journal of Distance Education, 2017
While carrying out formative assessment activities over social network services (SNS), it has been noted that personalized notifications have a high chance of "the important post getting lost" in the notification feed. In order to highlight this problem, this paper compares within a posttest only quasi-experiment, a total of 104 first…
Descriptors: Electronic Learning, Efficiency, Formative Evaluation, Comparative Analysis
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Leelamma, Sreelekha; Indira, Uma Devi – Journal of Education and Learning, 2017
This paper introduces the Mobile Assisted Inquiry Learning Environment (MAILE), an Experimental Instructional Strategy (EIS) which employs an inquiry-based learning approach to guide secondary school students to learn environmental science in an engaging way supported by mobile phones. The students are situated in both the real world and the…
Descriptors: Electronic Learning, Active Learning, Inquiry, Handheld Devices
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Chiu, Thomas K. F.; Churchill, Daniel – Interactive Learning Environments, 2016
Beliefs, attitudes and anxiety levels of schoolteachers are important factors influencing the acceptance, adoption and integration of mobile devices in teaching. To understand how to sustain device use, we need to understand what influences teachers and how such factors can change. We adopted a quasi-experimental design using pre- and…
Descriptors: Technology Integration, Adoption (Ideas), Handheld Devices, Beliefs
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Fokides, Emmanuel; Mastrokoukou, Aikaterini – Contemporary Educational Technology, 2018
The paper presents the results from a study which examined whether tablets together with a mobile application with augmented reality features can help students to better understand the functions of the respiratory and the circulatory system. The target group was 75 sixth-grade primary school students, divided into three groups. The first group was…
Descriptors: Anatomy, Human Body, Elementary School Students, Teaching Methods
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Cáceres, M.; Nussbaum, M.; Marroquín, M.; Gleisner, S.; Marquínez, J. T. – Interactive Learning Environments, 2018
Collaborative problem-solving in the classroom is a student-centred pedagogical practice that looks to improve learning. However, collaboration does not occur spontaneously; instead it needs to be guided by appropriate scaffolding. In this study we explore whether a script that explicitly incorporates constructing arguments in collaborative…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Private Schools
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Nicholas, Maria; McKenzie, Sophie; Wells, Muriel A. – Journal of Education and Learning, 2017
When integrated within a holistic literacy program, phonics applications can be used in classrooms to facilitate students' self-directed learning of letter-sound knowledge; but are they designed to allow for such a purpose? With most phonics software applications making heavy use of image cues, this project has more specifically investigated…
Descriptors: Phonics, Computer Software, Computer Uses in Education, Elementary School Students
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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Velandia-Mesa, Cristian; Serrano-Pastor, Francisca-José; Martínez-Segura, María-José – Comunicar: Media Education Research Journal, 2017
Academic training in research is fundamental in the quality of higher education and within this context, technological mediation becomes pivotal to reach student-centered learning objectives in any moment and at any time. The findings of a study, the purpose of which has been to evaluate the results of the formative research of two groups of…
Descriptors: Higher Education, Formative Evaluation, College Seniors, Preservice Teacher Education
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Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Naderi, Naderi; Akrami, Azam – International Journal of Instruction, 2018
The study aimed at investigating the effect of instruction through telegram groups on the learners' reading comprehension. Moreover, it investigated that whether there is any difference between two genders of the experimental groups in reading comprehension ability. For this purpose, 147 subjects were selected. To homogenize them, a standard…
Descriptors: English (Second Language), Second Language Instruction, Reading Comprehension, Educational Technology
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Khodary, Manal Mohamed – English Language Teaching, 2017
This study aimed at exploring the effect of Edmodo use on developing Saudi English as a Foreign Language (EFL) students' Self-Directed Learning (SDL). It employed a quasi-experimental design that included a one group design. The participants (n = 45) were all fifth level students at Languages and Translation Department, Arar Faculty of Education…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Independent Study
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Sun, Zhong; Lin, Chin-Hsi; You, Jiaxin; Shen, Hai jiao; Qi, Song; Luo, Liming – Computer Assisted Language Learning, 2017
Most students of English as a foreign language (EFL) lack sufficient opportunities to practice their English-speaking skills. However, the recent development of social-networking sites (SNSs) and mobile learning, and especially mobile-assisted language learning, represents new opportunities for these learners to practice speaking English in a…
Descriptors: Social Networks, English (Second Language), Second Language Learning, Grade 1
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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
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Kim, Shin-Jeong; Cho, Haeryun – Journal of School Nursing, 2017
This study examined the effect of an intervention on coping knowledge among fifth- and sixth-grade elementary schoolchildren who received smartphone-delivered emergency preparedness education. This was a quasi-experimental study using a pre-/posttest design. Eighty-six children were recruited to participate. The children in the experimental group…
Descriptors: Foreign Countries, Handheld Devices, Emergency Programs, Safety Education
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