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Showing 1 to 15 of 35 results Save | Export
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Alwaely, Suad Abdalkareem; Minnullina, Rosalia; Fedorova, Elena; Lazareva, Yuliya – Cogent Education, 2023
Not only children but also adults now spend much more time in front of the screen (computers, laptops, tablets, phones, TVs, Play Station, other game consoles, etc.) for various reasons: work, study, a lot of free time, communication, entertainment, information retrieval. The aim of this paper is to examine how the time spent in front of the…
Descriptors: Foreign Countries, Secondary School Students, Parents, Addictive Behavior
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Olipas, Cris Norman P.; Leona, Rodibelle F. – Online Submission, 2020
This study aimed at evaluating the extent of the engagement to social networking sites, the impact of playing mobile games and the degree of learning experiences among the first year Bachelor of Science in Information Technology (BSIT) students in a State University in Central Luzon, Philippines to provide a basis for designing intervention…
Descriptors: Foreign Countries, Learner Engagement, Telecommunications, Handheld Devices
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Cacchione, Annamaria; Procter-Legg, Emma; Petersen, Sobah Abbas – International Association for Development of the Information Society, 2017
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of…
Descriptors: Computer Games, Handheld Devices, Electronic Learning, Language Acquisition
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Pham, Linh Le Nhat; Nguyen, Hoang Tan; Le, Van Thi Kieu – Teaching English with Technology, 2021
M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational trend. Mobile devices with many functions can be an effective tool to support learning. Furthermore, learners nowadays, who were born in the 4.0 movement, are more familiar with mobile…
Descriptors: Personal Autonomy, Electronic Learning, Handheld Devices, Computer Games
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Keifer-Boyd, Karen; Knochel, Aaron D.; Patton, Ryan M.; Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2018
Mobile learning from a posthumanist critical perspective is the co-figuration of learner with geolocative mobile devices that blurs boundaries of the networked body. In this study, four art education researchers explore geolocative co-figurative possibilities of mobile learning. The authors theorize co-figurative agency and heighten awareness of…
Descriptors: Telecommunications, Handheld Devices, Art Education, Teaching Methods
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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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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Meishar-Tal, Hagit; Ronen, Miky – International Association for Development of the Information Society, 2016
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown". The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Computer Games, Teacher Attitudes, Electronic Learning, Learning Experience
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Feraria, Paulette Joyce, Ed. – IGI Global, 2019
For many decades, English language educators across the world have been locked in a paradigm of ESL/EFL/ESD methods that have circumvented the growth of any pedagogical will for Immersion in English (IE) or the Sustained Use of English (SUE) in speech environments where other languages challenge English-in-use and the preparation of teachers of…
Descriptors: English (Second Language), Second Language Instruction, Theories, Teaching Methods
Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Inoue, Hitoshi; Fujimura, Naomi – International Association for Development of the Information Society, 2015
This paper introduces several educational materials developed by ICER (Innovation Center for Educational Resource) of Kyushu University Library and considers about what are better designs for mobile educational materials through their development experiences and their investigations about its learning effectiveness. The introduced materials are…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Rasmusson, Maria; Åberg-Bengtsson, Lisbeth – Scandinavian Journal of Educational Research, 2015
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Descriptors: Foreign Countries, Reading Achievement, Student Evaluation, Educational Games
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Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
Di Loreto, Ines; Mora, Simone; Divitini, Monica – International Association for Development of the Information Society, 2013
Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications
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Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
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