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Showing 1 to 15 of 37 results Save | Export
MacDonald, Amy Joy – ProQuest LLC, 2017
Despite advances in smartphone technologies and development of myriad apps that can support self-management efforts for chronic disease like diabetes, initial acceptance of such apps by actual users was characterized by low consistent use by these users. Few studies conducted by researchers on acceptance and use outcomes of mobile apps focused on…
Descriptors: Handheld Devices, Telecommunications, Diabetes, Case Studies
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Koekoek, Jeroen; van der Mars, Hans; van der Kamp, John; Walinga, Wytse; van Hilvoorde, Ivo – Journal of Physical Education, Recreation & Dance, 2018
The rapid development of digital technology has expanded the prospects and promises for its application in physical education programs. Physical educators are becoming increasingly interested in technology but often remain inadequately equipped to effectively integrate these technological resources in their daily practice, and/or lack the…
Descriptors: Video Technology, Games, Physical Education, Technology Uses in Education
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Baytiyeh, Hoda – International Journal of Information and Communication Technology Education, 2018
Mobile technologies are all-pervasive in the current digital generation, and college students rely on their mobile phones to communicate on a daily basis. In the midst of the myriad of applications available to download on the mobile, some tools have become more well-known and more often adopted than others. An example of such a tool is WhatsApp,…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, College Students
Silveira Sonego, Anna Helena; Rocha Machado, Leticia; Wildt Torrezzan, Cristina Alba; Behar, Patricia Alejandra – International Association for Development of the Information Society, 2016
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological…
Descriptors: Foreign Countries, Electronic Learning, Educational Strategies, Computer Oriented Programs
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Song, Yanjie; Wen, Yun – Journal of Science Education and Technology, 2018
Despite that BYOD (Bring Your Own Device) technology model has been increasingly adopted in education, few studies have been reported on how to integrate various apps on BYOD into inquiry-based pedagogical practices in primary schools. This article reports a case study, examining what apps on BYOD can help students enhance their science learning,…
Descriptors: Educational Technology, Technology Uses in Education, Ownership, Case Studies
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Carayannopoulos, Sofy – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to examine how chatbots can be used to address two key struggles that students face in first year--a sense of being disconnected from the instructor, and information overload. The authors propose that chatbots can be a useful tool for helping students navigate the volumes of information that confront them as…
Descriptors: Computer Mediated Communication, Social Media, Educational Technology, College Freshmen
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Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
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Marsh, Jackie – Teachers College Record, 2017
Background: The study reported in this article focuses on an exploration of the role and nature of play in young children's use of toys that connect physical and digital domains. Purpose: The purpose of the article is to explore the nature of the connections that are made in play that transverses physical and virtual domains. The article draws on…
Descriptors: Young Children, Toys, Play, Parent Surveys
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Dizon, Gilbert – TESOL Journal, 2017
The proliferation of smartphones has given rise to intelligent personal assistants (IPAs), software that helps users accomplish day-to-day tasks. However, little is known about IPAs in the context of second language (L2) learning. Therefore, the primary objectives of this case study were twofold: to assess the ability of Amazon's IPA, Alexa, to…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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Tucker, Steven; Shumway, Jessica F.; Moyer-Packenham, Patricia S.; Jordan, Kerry E. – Australian Primary Mathematics Classroom, 2016
Teachers increasingly use virtual manipulatives and other apps on touch-screen devices (e.g., "iPads") in an effort to help students understand mathematics concepts. However, students experience these apps and their affordances in different ways. The purpose of this article is to inform teachers' decisions about app implementation in the…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Thinking Skills
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Sedaghatjou, Mina; Campbell, Stephen R. – International Journal of Mathematical Education in Science and Technology, 2017
This paper explores how a young child (56 m) builds an understanding of the cardinality principle through communicative, touchscreen-based activities involving talk, gesture and body engagement working via multimodal, touchscreen interface using contemporary mobile technology. Drawing upon Nemirovsky's perceptuomotor integration theoretical lens…
Descriptors: Manipulative Materials, Phenomenology, Preschool Children, Mathematics Instruction
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Ryder, Robert; Machajewski, Szymon – International Journal of Educational Technology, 2017
This qualitative case study reports the adoption of gamification in a college level foreign language courses. An exploratory approach allows the authors to describe how gamification was applied and what results were documented. A custom mobile app was adopted to increase engagement and interest of students in the specific field of study. External…
Descriptors: Qualitative Research, Case Studies, Educational Games, Teaching Methods
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Pechenkina, Ekaterina – Australasian Journal of Educational Technology, 2017
Mobile applications (apps) are used in higher education (HE) in a variety of ways, including as learning tools, study organisers, for marketing, and recruitment of new students. Purposed with easing student transition into university life, organiser apps have a capacity to assist students with various aspects of university experience, freeing up…
Descriptors: Classification, Computer Oriented Programs, Educational Technology, Handheld Devices
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Stevenson, Michael Eric; Hedberg, John Gordon – Interactive Technology and Smart Education, 2017
Purpose: This paper presents a thematic review of app-enabled learning in the context of recent developments in mobile technology and m-learning. Three key themes are presented that reflect the issues that teachers, school leaders and systems have grappled with in recent years. Design/Methodology/Approach: Drawing on findings from a range of case…
Descriptors: Educational Technology, Technology Uses in Education, Elementary Secondary Education, Higher Education
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Cherner, Todd; Curry, Kristal – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
Instructional technology has become a crucial component of public education. Reflected in the college and career-ready standards being implemented across the United States, an emphasis has been placed on preparing students with both the literacy and technology skills needed to succeed in postsecondary education and the workforce. Though a growing…
Descriptors: Case Studies, Preservice Teachers, Educational Technology, Use Studies
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