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Showing 1 to 15 of 30 results Save | Export
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Mohammed A. E. Suliman; Wenlan Zhang; Rehab A. I. Suluman; Kamal Abubker Abrahim Sleiman – Education and Information Technologies, 2025
This study contributes to the knowledge about mobile learning among medical students in the context of developing countries. This research used the Technology Acceptance Model (TAM) to study the preconditions for m-learning among medical students. A twenty-item self-reported survey was used to gather data from 387 medical students, and structural…
Descriptors: Medical Students, Student Attitudes, Information Technology, Technology Integration
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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Abdelazim, Aaser M.; Gaber, Dalia A.; Adam, Khalid M.; El-Ashkar, Ayman M.; Abdelmalak, Hany W. – Biochemistry and Molecular Biology Education, 2023
Background: Traditional teaching methods of biochemistry provide effective tools for knowledge transmission, but are considered less engaging with students. Smartphone applications may provide suitable alternatives to compensate for the shortcomings of traditional teaching methods. Purpose: This study aimed to assess the effectiveness of…
Descriptors: Telecommunications, Handheld Devices, Medical Education, Student Attitudes
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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
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Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
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Almaiah, Mohammed Amin; Al-Khasawneh, Ahmad – Education and Information Technologies, 2020
The adoption of mobile cloud computing technology is still at an early stage of implementation in the university campus. This research aims to fill this gap by investigating the main factors that influence on the decision to adopt mobile cloud computing in the university campus. Therefore, this research proposes an integrated model, incorporating…
Descriptors: Information Storage, Handheld Devices, Computer Assisted Instruction, Technology Integration
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Zandile Mboneni; Johannes Cronje – International Association for Development of the Information Society, 2024
Mobile technologies illustrate a positive effect when used in mathematics learning. However, user experience evaluations are mostly quantitative. The study adopted a qualitative case study approach using semi-structured interviews to examine the experiences of educators at a special needs school in the Western Cape, South Africa. Thematic analysis…
Descriptors: Computer Assisted Instruction, Handheld Devices, Mathematics Instruction, Learning Processes
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AlDakhil, Mada; AlFadda, Hind – English Language Teaching, 2022
After the exceptional circumstances the whole world has experienced due to the COVID-19 pandemic, students have become digital natives who seek learning that overcomes the barriers of place and time. This mixed-methods study aimed at investigating EFL learners' perceptions regarding the application of Busuu in language learning, by applying the…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Attitudes
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Lin, Chih-Chung; Barrett, Neil E.; Liu, Gi-Zen – Journal of Computer Assisted Learning, 2021
Context-aware ubiquitous learning (CAUL) technology provides language learners with interactive learning environments and has been found to increase learning effectiveness and self-efficacy due to student interaction, discussion and evaluation of the entire learning process. This study used a mobile-based ubiquitous learning system combined with a…
Descriptors: English (Second Language), Handheld Devices, Cooperative Learning, Second Language Learning
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Hafour, Marwa F. – ReCALL, 2022
Owing to the anytime-anywhere-anyhow nature of mobile learning, together with the ubiquity of affordably priced mobile phones, learning has become a mobigital practice, as termed by Sad and Göktas (2014). Consequently, language teaching/learning is gradually shifting from computer-assisted language learning to mobile-assisted language learning…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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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
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Hendikawati, Putriaji; Zahid, Muhammad Zuhair; Arifudin, Riza – International Journal of Instruction, 2019
Computer Assisted Instruction (CAI) is one form of advances in information technology and computers that are proliferating today that can access anywhere and can be utilised as innovative learning resources. This research aims to develop Android-based Computer Assisted Instruction and evaluate its effectiveness. The Android-based CAI media were…
Descriptors: Handheld Devices, Computer Assisted Instruction, Instructional Effectiveness, Independent Study
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Sundberg, Ross; Cardoso, Walcir – CALICO Journal, 2020
This pilot study examines users' perceptions of Bande à Part, a music application designed for learners of French. The technology acceptance model (TAM) was adopted to investigate users' perceptions of the app's usability and potential for second language (L2) learning. The model's two constructs, perceived usefulness and perceived ease of use,…
Descriptors: French, Second Language Learning, Second Language Instruction, Computer Software
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Isotani, Seiji; Reis, Helena M.; Alvares, Danilo; Brandão, Anarosa A. F.; Brandão, Leônidas O. – Interactive Learning Environments, 2018
Interactive or Dynamic Geometry System (DGS) is a tool that help to teach and learn geometry using a computer-based interactive environment. Traditionally, the interaction with DGS is based on keyboard and mouse events where the functionalities are accessed using a menu of icons. Nevertheless, recent findings suggest that such a traditional model…
Descriptors: Computer Assisted Instruction, Mathematics Instruction, Geometry, Dictionaries
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Garcia, Manuel B. – International Journal of Learning Technology, 2020
History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an…
Descriptors: Computer Simulation, Teaching Methods, Foreign Policy, History Instruction
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