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Islind, Anna Sigridur; Lundh Snis, Ulrika – Journal of Workplace Learning, 2017
Purpose: The aim of this paper is to understand how the role of an mHealth artifact plays out in home care settings. An mHealth artifact, in terms of a mobile app, was tested to see how the quality of home care work practice was enhanced and changed. The research question is: In what ways does an mHealth artifact re-shape a home care practice and…
Descriptors: Informal Education, Caregivers, Older Adults, Action Research
Santos, Maria P. M.; Rech, Cassiano R.; Alberico, Claudia O.; Fermino, Rogério C.; Rios, Ana P.; David, João; Reis, Rodrigo S.; Sarmiento, Olga L.; McKenzie, Thomas L.; Mota, Jorge – Measurement in Physical Education and Exercise Science, 2016
The app for the System for Observing Play and Recreation in Communities (iSOPARC®) was developed to enhance System for Observing Play and Recreation in Communities data collection and management. The study aim was to examine the usability and inter-rater reliability of iSOPARC®. Trained observers collected data in 16 park areas in two Latin…
Descriptors: Computer Oriented Programs, Play, Recreational Activities, Observation
Pejoska-Laajola, Jana; Reponen, Sanna; Virnes, Marjo; Leinonen, Teemu – Australasian Journal of Educational Technology, 2017
Informal learning in a physical work context requires communication and collaboration that build on a common ground and an active awareness of a situation. We explored whether mobile video conversations augmented with on-screen drawing features were beneficial for improving communication and remote collaboration practices in the construction and…
Descriptors: Telecommunications, Informal Education, Handheld Devices, Educational Technology
Canning, Natalie; Payler, Jane; Horsley, Karen; Gomez, Chris – International Journal of Early Years Education, 2017
This study explores children's narratives of their curiosity and imagination through innovative use of an information technology app--Our Story. Novel use of the app allowed children to express and record their opinions they considered significant to them. The research captured children's approaches to everyday situations through their play.…
Descriptors: Teaching Methods, Computer Oriented Programs, Educational Technology, Technology Uses in Education
Marsh, Jackie; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Scott, Fiona – Early Years: An International Journal of Research and Development, 2016
This paper draws on an ESRC-funded study of play and creativity in preschool-aged children's use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A…
Descriptors: Foreign Countries, Preschool Children, Play, Creativity
Dias, Eduardo Jesus; Araujo, Carlos Fernando, Jr.; Ota, Marcos Andrei – International Association for Development of the Information Society, 2017
In this article, we suggest that the history in Mathematics Education combined with mobile technology, can provide analysis of concepts, theories and significant logical structures in the process of teaching and learning of Mathematics, as the main objective of this study is to analyze the students' motivation and learning using tablets in the…
Descriptors: Handheld Devices, Telecommunications, Mathematics Instruction, Computer Oriented Programs
Burke, Anne; Hughes, Janette – Technology, Pedagogy and Education, 2018
As technology becomes a larger part of people's everyday lives, it is logical to think that it should also become a part of the learning process. The use of tablets in classrooms is becoming an area of interest as researchers are trying to understand what the benefits are--if any--to using these devices. This article gives an overview of some of…
Descriptors: Handheld Devices, Telecommunications, Student Diversity, Learning Disabilities
Brooks, Wendy – Australian Journal of Music Education, 2016
Lullabies have existed since ancient times, and are sung across all most all cultures to soothe babies and lull them to sleep. As screen media use pervades contemporary familial lives, it is perhaps inevitable that lullabies have been adopted and adapted as repertoire. This recording of lullabies in audiovisual modes has transformed the ways in…
Descriptors: Singing, Sleep, Foreign Countries, Ethnography
Palmér, Hanna – International Journal of Early Years Education, 2015
The results in this article explore whether and how the design of applications used on tablet computers influences the interaction and dialogues that occur between children and pedagogues, the participation of children in the activities and the mathematics that can be learned. While mathematics offered a lens to explore the use of tablet devices,…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Preschool Teachers
Bradley, Linda; Lindström, Nataliya Berbyuk; Hashemi, Sylvana Sofkova – Journal of Interactive Media in Education, 2017
The purpose of this study is to investigate the mobile activities newly arrived migrants are engaged in when learning the Swedish language and about Swedish culture and society. Further, the study also explores the use of a mobile application (app) provided to the newly arrived migrants to use for pronunciation practice. The study involved 38…
Descriptors: Foreign Countries, Immigrants, Swedish, Cultural Awareness
Brick, Billy; Cervi-Wilson, Tiziana – Research-publishing.net, 2015
The speed of technological advance in the mobile phone, netbook and tablet markets has meant that learners increasingly have access to digital devices capable of enhancing their learning experience. This case study reports on how language learners, taking Italian as an option on the Institution Wide Languages Programme (IWLP) at Coventry…
Descriptors: Telecommunications, Handheld Devices, Case Studies, Second Language Learning
Xhembulla, Jetmir; Rubino, Irene; Barberis, Claudia; Malnati, Giovanni – International Association for Development of the Information Society, 2014
The use of portable devices to explore informal learning environments has recently exposed museums to a mobile learning (m-learning) scenario. In particular, location-based mobile applications that take into account not only a specific physical venue, but also the personal and social context can be valuable resources to enhance the visitor…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Museums
"You Play on Them. They're Active." Enhancing the Mathematics Learning of Reluctant Teenage Students
Calder, Nigel; Campbell, Anthony – Mathematics Education Research Group of Australasia, 2015
This paper reports on a research project that examined the beliefs and attitudes of reluctant 16 to 18-year-old learners when using apps in their numeracy and literacy programmes. In particular, it considers the students' change of attitude towards numeracy learning. The data were consistent that the use of apps in the numeracy programme was…
Descriptors: Attitude Measures, Adolescents, Computer Oriented Programs, Educational Technology
Fletcher-Watson, Sue; Petrou, Alexandra; Scott-Barrett, Juliet; Dicks, Pamela; Graham, Catherine; O'Hare, Anne; Pain, Helen; McConachie, Helen – Autism: The International Journal of Research and Practice, 2016
This study evaluated a technology-based early intervention for social communication skills in pre-schoolers in a randomised controlled trial. Participants were 54 children aged under 6 years with a diagnosis of autism, assigned to either intervention or control conditions. The app engaged children, who played consistently, regardless of…
Descriptors: Foreign Countries, Autism, Pervasive Developmental Disorders, Handheld Devices
Mwanza-Simwami, Daisy – International Journal of Mobile and Blended Learning, 2016
Mobile Web 2.0 technologies such as: mobile apps, social networking sites and video sharing sites have become essential drivers for shaping daily activities and meeting learning needs in various settings. However, very few studies link mobile Web 2.0 to supporting collaborative learning in real-life problem solving activities in semi-formal…
Descriptors: Web 2.0 Technologies, Computer Oriented Programs, Social Media, Technology Uses in Education
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