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Yanping Geng; Reem Alshahrani; Hana Mohammed Mujlid – European Journal of Education, 2025
The Fuzzy Analytic Hierarchy Process (FAHP) was employed to evaluate and rank language-learning applications based on criteria such as engagement, interactivity, feedback, content quality and usability. A pairwise comparison matrix was constructed, fuzzy logic was applied to convert qualitative judgements into numerical values, and these values…
Descriptors: Second Language Learning, Social Media, Handheld Devices, Computer Software
Goswami, Rekha; Garner, Shelby L.; George, Carol Elizabeth – Health Education Journal, 2023
Objective: Mobile health (mHealth) technologies are a rapidly evolving field in India and are increasingly being used to address noncommunicable diseases, such as type 2 diabetes mellitus (T2DM). However, few studies have addressed user perceptions of T2DM mHealth applications (apps) in India. The purpose of this study was to determine the…
Descriptors: Diabetes, Telecommunications, Handheld Devices, Health Services
Yasuyuki Nakamura – International Association for Development of the Information Society, 2023
STACK is an online testing system that can automatically assess mathematical formulae. When working with STACK on a smartphone, inputting mathematical formulae is time-consuming; therefore, to solve this problem a mathematical formula input interface for smartphones has been developed based on the flick operation. However, since the time of…
Descriptors: Usability, Mathematics Instruction, Mathematical Formulas, Telecommunications
Design and Usability Evaluation of a Mobile App for Elementary School Inquiry-Based Science Learning
Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – School Science and Mathematics, 2025
Teachers often struggle to implement inquiry-based science teaching. To support them, IndagApp--a 3D educational app that offers curriculum-aligned, inquiry-based lesson plans--was designed. The app is rooted in the inquiry phases recommended in best-practices literature, which arguably align with most international standards. This study describes…
Descriptors: Usability, Computer Software, Private Schools, Public Schools
Zhou, Wenying; Li, Xiaoshi – Knowledge Management & E-Learning, 2022
Many people who learn Chinese as a foreign language (CFL) have encountered challenges when it comes to character writing. This was a follow-up study of our quantitative study in 2019 that showed that mobile app was a significantly more effective method than pen-and-paper method to learn Chinese character writing. Thirty beginning CFL learners…
Descriptors: Orthographic Symbols, Writing (Composition), Computer Software, Telecommunications
Ma, Xingxing; Yodkamlue, Butsakorn – PASAA: Journal of Language Teaching and Learning in Thailand, 2019
This study investigated the effects of a self-developed mobile app on Chinese university EFL learners' vocabulary learning and retention. Their perceptions of the mobile app were also explored. Data were collected using mixed methods. The results can be summarized as follow: firstly, the students using the mobile app could learn more words than…
Descriptors: Vocabulary Development, Computer Software, Asians, College Students
Wilson, Thomas Royce – ProQuest LLC, 2017
Traditionally in higher education, online courses have been designed for computer users. However, the advent of mobile learning (m-learning) and the proliferation of smartphones have created two challenges for online students and instructional designers. First, instruction designed for a larger computer screen often loses its effectiveness when…
Descriptors: Distance Education, Telecommunications, Handheld Devices, Computer Uses in Education
Toyoda, Etsuko – The EUROCALL Review, 2016
There is cumulative evidence suggesting that hyper-glossing facilitates lower-level processing and enhances reading comprehension. There are plentiful studies on electronic dictionaries for English. However, research on e-dictionaries for languages with no boundaries between words is still scarce. The main aim for the current study is to…
Descriptors: Electronic Publishing, Dictionaries, Japanese, Second Language Instruction
Matchinski, Tracy L.; Winters, Janis E. – Journal of Visual Impairment & Blindness, 2016
The ability to read print to help maintain independence and quality of life is a primary concern of people with visual impairments. One option for reading is a CCTV (closed-circuit television) or, using a more specific term, electronic magnifier. An electronic magnifier uses a camera to enlarge images onto a screen. The aim of this study was to…
Descriptors: Assistive Technology, Writing Achievement, Reading Achievement, Comparative Analysis
Marcial, Laura Haak – ProQuest LLC, 2012
Increasingly, users are performing more sophisticated types of tasks, like information search, across computing platforms including desktops/laptops, tablets, and smartphones. While much research has been done to improve efficiency for each of these devices in the area of information search, few investigations have taken a pragmatic approach to…
Descriptors: Online Searching, Computers, Handheld Devices, Computer Peripherals
Mang, Colin F.; Wardley, Leslie J. – Canadian Journal of Learning and Technology, 2013
This paper assesses students' attitudes towards using tablets, such as the Apple iPad, in university classes. Tablets are found to be a substitute for laptop computers. Students initially expressed a great deal of optimism regarding the technology, and, although their views diminished slightly as they gained experience with using a tablet,…
Descriptors: Postsecondary Education, College Students, Student Attitudes, Technology Uses in Education
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
Aharony, Noa – College & Research Libraries, 2014
This study which is based on the Technological Acceptance Model (TAM), seeks to explore whether librarians and LIS students are familiar with the newest technological innovations and whether they are ready to accept them. The research was conducted in Israel during the first and second semesters of the 2012 academic year and considered two…
Descriptors: Librarians, Library Education, Library Science, Electronic Libraries
Kirwan, Morwenna; Duncan, Mitch J.; Vandelanotte, Corneel; Mummery, W. Kerry – Health Education & Behavior, 2013
Objectives: Limited research exists addressing the development of health-related smartphone apps, a new and potentially effective health promotion delivery strategy. This article describes the development and formative evaluation of a smartphone app associated with a physical activity promotion website. Methods: A combination of qualitative and…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Formative Evaluation
Ren, Xiangshi; Zhou, Xiaolei – Behaviour & Information Technology, 2011
Many handheld devices with stylus pens are available in the market; however, there have been few studies which examine the effects of the size of the stylus pen on user performance and subjective preferences for handheld device interfaces for various age groups. Two experiments (pen-length experiment and pen-tip width/pen-width experiment) were…
Descriptors: Young Adults, Handheld Devices, Computer Peripherals, Children
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