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Wang, Jingxian; Tigelaar, Dineke E. H.; Zhou, Tian; Admiraal, Wilfried – Journal of Computer Assisted Learning, 2023
Background: The impact of mobile technology usage on student learning in various educational stages has been the subject of ongoing empirical and review research. The most recent meta-analyses on various types of mobile technology use for potential benefits of learning covered the empirical studies up to about nine years ago. Since then, the use…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Elementary Secondary Education
Efsun Birtwistle; Olga Chernikova; Miriam Wünsch; Frank Niklas – SAGE Open, 2025
We investigated the effect of cognitive training of executive functions on children's cognitive outcomes. To address this issue, a systematic meta-analysis of published research articles on cognitive training interventions was performed considering children's age, training duration, -procedure, and -technology in moderator analyses. The results (N…
Descriptors: Preschool Children, Elementary School Students, Middle School Students, Executive Function
Rene Schmidt; Britta Stumpe – Review of Education, 2025
Augmented reality (AR) as a mobile educational technology enables self-directed and interactive learning by anchoring multimedia-enhanced three-dimensional (3D) content at selected locations. Numerous systematic and meta-reviews for education, specifically for science, technology, engineering and mathematics (STEM), have demonstrated a wide range…
Descriptors: Elementary Secondary Education, Geography Instruction, STEM Education, Computer Simulation
Ahmed Ashraf Butt – ProQuest LLC, 2023
The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback.…
Descriptors: Prompting, Electronic Learning, Engineering, Learner Engagement
Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
Liu, Chenchen; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Early Childhood Education
Borzekowski, Dina L. G. – Health Education & Behavior, 2019
In the past, researchers would consider media's impact on youth in terms of three "Cs": consumption, content, and context. This article introduces a new construct--constancy--which supplants the previous terms. Constancy refers to the ubiquitous and continuous state of connected screens in the lives of children and adolescents. Constancy…
Descriptors: Mass Media Effects, Children, Adolescents, Mass Media Use
Palmqvist, Lisa; Danielsson, Henrik; Jönsson, Arne; Rönnberg, Jerker – Journal of Cognitive Education and Psychology, 2020
Background: Individuals with intellectual disabilities (ID) show difficulties with everyday planning. A tablet-based training program for everyday planning may be a suitable intervention, but its feasibility must be evaluated. This study evaluated how behavior changes during training and if individuals with ID can use technology by themselves.…
Descriptors: Handheld Devices, Program Effectiveness, Intellectual Disability, Cognitive Development
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Cornu, Véronique; Schiltz, Christine; Pazouki, Tahereh; Martin, Romain – Applied Developmental Science, 2019
Visuo-spatial training is considered a promising approach to provide young children with a sound foundation for later mathematical learning. We developed and implemented a tablet-based visuo-spatial intervention in kindergarten classrooms aiming to foster the development of children's visuo-spatial and numerical abilities. A sample of N = 125…
Descriptors: Visual Perception, Spatial Ability, Training, Young Children
Meissner, Tobias W.; Prüfer, Helen; Nordt, Marisa; Semmelmann, Kilian; Weigelt, Sarah – International Journal of Behavioral Development, 2018
We investigated the ability to detect a face among other visual objects in a complex visual array in 3-, 4-, and 5-year-old children, as well as in adults. To this end, we used a visual search paradigm implemented on a touch-tablet device. Subjects (N = 100) saw up to eighty 3 × 3 visual search arrays and had to find and tap upon a target--a face…
Descriptors: Preschool Children, Human Body, Cognitive Development, Adults
Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
Pacheco, Beatriz – IAP - Information Age Publishing, Inc., 2018
It is estimated that up to sixty-five percent of children entering grade school this year will end up working in careers that have yet to be created. This is a result, in part, of the rapid advances in technology that have occurred since Apple introduced the iPhone just ten years ago. This technology is not only impacting the way that we learn or…
Descriptors: Thinking Skills, Learning Processes, Brain, Cognitive Development
Gottschalk, Francesca – OECD Publishing, 2019
Children in the 21st century are avid users of technology--more so than generations past. This rise in use has led to much attention on the consequences of technology use, and how this impacts children's brains and their socio-emotional, cognitive and physical development. Much of the research in these fields, especially brain-based research, is…
Descriptors: Influence of Technology, Children, Brain, Well Being

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