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Showing 1 to 15 of 58 results Save | Export
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I-Hsiung Chang; Pi-Chun Hsu; Ru-Si Chen – Education and Information Technologies, 2024
This study investigates how trust influences parents' satisfaction with parenting apps. The study demonstrates that social ties and perceived value act as mediators between trust and user satisfaction. A questionnaire was conducted in Taiwan to test parents' perceptions of parenting apps, focusing particularly on user satisfaction and related…
Descriptors: Foreign Countries, Satisfaction, Trust (Psychology), Parent Attitudes
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Sandie Wong; Linda J. Harrison; Megan L. Gibson; Frances Press; Michael Bittman; Kim Crisp; Sharon Ryan – International Journal of Research & Method in Education, 2024
Despite the acknowledged complexity of early childhood educators' work, little is documented about how early childhood educators actually spend their time at work. A typical way of studying time at work is through the use of time-use diaries. Recent developments have shown the benefits of using randomized sampling electronic time-use diaries. This…
Descriptors: Early Childhood Education, Early Childhood Teachers, Time Management, Diaries
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Muhammad Andiri Hendrawan; Romadhani Ardi – International Society for Technology, Education, and Science, 2023
The use of smartphones has become a primary need in supporting human daily activities. With the presence of a smartphone, various activities can be carried out only through an application. One application that is currently popular with Indonesians is an investment application with products such as stocks, mutual funds, and crypto. The presence of…
Descriptors: Handheld Devices, Computer Oriented Programs, Models, Investment
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Yilmaz, Erdi Okan – Malaysian Online Journal of Educational Technology, 2023
This study aims to develop a measurement tool to determine the socio-technical pedagogical usability of mobile applications that can be used in an educational context. The study group consists of a total of 1012 students who are studying at a higher education institution in Turkey in the fall semester of the 2021-2022 academic year. A draft scale…
Descriptors: Test Construction, Usability, Handheld Devices, Computer Oriented Programs
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Mohammed Abdullatif Almulla – International Journal of Information and Communication Technology Education, 2024
Mobile learning (M-learning) has become a crucial tool for both students and educators. The unified theory of acceptance and use of technology (UTAUT), the technology acceptance model (TAM), and outside factors were all included in this study's integrative review approach to examine the variables affecting university students' intention to use…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Undergraduate Students
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Halvorsen, Jeanette; Ertesvåg, Sigrun K.; Roland, Pål – Educational Research, 2023
Background: When educational interventions are carried out, it is important that they are undertaken in a way that is aligned with the intervention plan: in other words, that they demonstrate fidelity to the intervention. A significant research issue is how fidelity can be monitored in a time-efficient and cost-effective way in classrooms and…
Descriptors: Usability, Fidelity, Educational Technology, Computer Oriented Programs
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Silvia Lizett Olivares-Olivares; Miriam Lizzeth Turrubiates Corolla; Juan Pablo Nigenda Alvarez; Natalia Mejía Gaviria; Mariana Lema-Velez; Miguel Angel Villarreal Rodríguez; Luis Carlos Franco Ayala; Elena María Trujillo Maza; Isabel Barriga Cosmelli; Klaus Puschel Illanes – Journal of Applied Research in Higher Education, 2024
Purpose: Professional Identity Formation is the dynamic evolution to "think, act and feel" to become part of a professional community. This document presents the development and the study that aimed to assess the usability of a m-Learning Identity App (MLIA) focused on the formation of professional identity among undergraduate medical…
Descriptors: Professional Identity, Computer Oriented Programs, Telecommunications, Handheld Devices
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Eduarda Sousa-Sá; Natalie Lander; Ahmad Abu Alqumsan; Shehab Alsanwy; Darius Nahavandi; Nicole Toomey; Shady Mohamed; Steven Lewis; Lisa M. Barnett – Journal of Teaching in Physical Education, 2024
Purpose: To refine a motor competence assessment app prototype, enabling its redesign. Method: Workshops were conducted to inform the prototype development. App's usability was evaluated on its ability to communicate relevant information to the teachers (n = 9). A "think out loud" protocol was applied by the users. Results: Both…
Descriptors: Physical Education Teachers, Student Evaluation, Psychomotor Skills, Computer Oriented Programs
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Lutfun Nahar; Riza Sulaiman – Education and Information Technologies, 2025
Studying and solving geometry questions are the most challenging parts of mathematics for visually impaired students (VIS). This study begins with the needs assessment to identify the needs of VIS, which shows that technology-assisted effective teaching and learning are not available for VIS to learn geometry. Therefore, this study focuses on…
Descriptors: Instructional Design, Mathematics Instruction, Instructional Effectiveness, Computer Oriented Programs
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Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
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Xiaotian Zhang; Mingming Zhou – Education and Information Technologies, 2024
Despite the rising awareness that mobile technologies can be used as viable options for additional support for intercultural learning, few studies have been conducted to explore the feasibility of using mobile apps to develop intercultural competence (IC) from the perspectives of learners' acceptance and user experiences. This study applied a…
Descriptors: Foreign Countries, Intercultural Communication, Cultural Pluralism, Interpersonal Competence
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Ayse Derya Eskimen – International Journal of Education and Literacy Studies, 2024
Today, traditional literacy habits are changing with various technological tools in digital environments. Social reading platforms are one of these innovations and changes. These networks are widely used in the world and in Turkey. The application "1000Kitap," the largest book reader network in Turkey, is one of these social networks. In…
Descriptors: Foreign Countries, Social Media, Reading Materials, Reading Programs
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Sofía Martín Rodríguez; Marcial F Parrilla; Víctor Álvarez-García; Juan Ramón Pérez-Pérez; María Del Mar Fernández-Álvarez; Rubén Martín-Payo – Educational Media International, 2023
These past few years society has experienced a worldwide pandemic that has affected every aspect of our lives. COVID-19 has forced institutions to integrate remote learning tools and techniques, even when most lack of resources to implement online methodologies. Education has been one of the areas greatly affected by these measures, making it…
Descriptors: Computer Simulation, Technology Uses in Education, Nursing Education, Nursing Students
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Seta, Henki Bayu; Theresiawati; Afrizal, Sarika; Hidayanto, Achmad Nizar – Journal of Information Technology Education: Research, 2022
Aim/Purpose: This identifies the factors that influence the application of mobile learning in order to improve the student learning process at universities in Indonesia based on the student's perspective regarding factors that affect mobile learning, which is still rarely done in the Indonesian context. Background: The pandemic has had an impact…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, College Students
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