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Showing 1 to 15 of 36 results Save | Export
Cho, Njichop Richard – ProQuest LLC, 2023
As higher education institutions go online to reap the benefits of technology and align their programs with a world economy that is increasingly becoming digital, the multimedia learning theory warns of possible challenges. Large device screens have been used to present related information elements of a learning task simultaneously to facilitate…
Descriptors: Online Courses, Educational Technology, Handheld Devices, Computer System Design
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Aadi Swadipto Mondal; Yuang Zhu; Kaushal Kumar Bhagat; Nasser Giacaman – Interactive Learning Environments, 2024
The aim of this study is to investigate the public opinion (i.e., the learners themselves) of apps incorporating emerging technologies Augmented Reality (AR) and Virtual Reality (VR) and find out how satisfied mobile platform users are with these technologies for educational purposes. We performed sentiment analysis of more than one million…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Milheim, Karen L.; Fraenza, Christy; Palermo-Kielb, Kimberly – Online Learning, 2021
Understanding the experiences of students who self-initiate mobile device use for online courses or course-related activities provides institutions with valuable insights. In this study, we report how students enrolled in online courses in higher education voluntarily used mobile devices for their coursework and course-related activities, the…
Descriptors: Online Courses, Handheld Devices, Telecommunications, Learning Activities
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Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
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Parlakkiliç, Alaattin – International Journal of Modern Education Studies, 2019
Today, digital transformation is changing the educational and social life rapidly. In contrast, organizations and educational institutions, developers, and end users do not benefit from cloud-based mobile technologies to the desired level. Mobile systems are used extensively for educational purposes in the Internet of Things (IoT) environment, and…
Descriptors: Computer Software, Computer Science Education, Internet, Information Technology
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Wong, Seng Yue; Ghavifekr, Simin – International Journal of Distance Education Technologies, 2018
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
Descriptors: Foreign Countries, Educational Games, Video Games, History Instruction
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Aljaloud, Abdulaziz; Billingsley, William; Kwan, Paul – Learning: Research and Practice, 2019
Smartphone clicker apps are increasingly used in university classrooms to facilitate teacher--student interaction and collaborative learning. This study aimed to identify the factors that influence teachers' decisions to adopt smartphone clicker app technology to enhance teacher--student interactions in university classrooms in Saudi Arabia. A…
Descriptors: Teacher Attitudes, Decision Making, Computer Science Education, College Faculty
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Harrison, Taylor R.; Lee, Hollylynne S. – International Journal of Education in Mathematics, Science and Technology, 2018
Over the last several years, iPads have become increasingly popular in the classroom. The number of available apps that could be used in the mathematics classroom are countless, but some make better mathematical learning tools than others. This research presents a set of sixteen criteria that can be used to evaluate the potential of an iPad app to…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Nouri, Jalal; Spikol, Daniel; Cerratto-Pargman, Teresa – Designs for Learning, 2016
This article introduces the Learning Activity Design (LEAD) framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL). The LEAD…
Descriptors: Learning Activities, Telecommunications, Handheld Devices, Guidelines
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Koole, Marguerite; Lewis, Kevin wâsakâyâsiw – International Journal of Mobile and Blended Learning, 2018
In this article, the authors explore how mobile learning can complement the Certificate of Indigenous Languages program at the University of Saskatchewan in Western Canada. Through the FRAME model analysis, the authors extract salient cultural, pedagogical, environmental, and technological characteristics that should be considered in the…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Teaching Methods
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McKenzie, Sophie; Spence, Aaron; Nicholas, Maria – Electronic Journal of e-Learning, 2018
This paper explores the design, development and evaluation of an early childhood literacy iPad application, focusing on the English Alphabet, called "A to Z Safari" trialled in Australian classrooms. A to Z Safari was designed to assist students in the early years of schooling with learning the alphabet and building on their knowledge of…
Descriptors: Emergent Literacy, Early Childhood Education, Instructional Design, Handheld Devices
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Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
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Hwang, Gwo-Haur; Chen, Beyin; Huang, Cin-Wei – Educational Technology & Society, 2016
In recent years, with the gradual increase in the importance of professional certificates, improvement in certification tutoring systems has become more important. In this study, we have developed a personalized ubiquitous multi-device certification tutoring system (PUMDCTS) based on "Bloom's Taxonomy of Educational Objectives," and…
Descriptors: Electronic Learning, Educational Technology, Individualized Instruction, Certification
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Mostafa, Akram Fathy – Journal of Educational Technology, 2015
The aim of the research is to explore the relation of mobile Blogging (Moblogging -MB) on the usability and development of Knowledge Management skills for Blind Students. The research followed a pretest and posttest quasi experimental design. Participants were 17 blind students from the third semester of the academic year 2015 in the course of…
Descriptors: Foreign Countries, Student Journals, Electronic Journals, Handheld Devices
Imtinan, Umera; Chang, Vanessa; Issa, Tomayess – International Association for Development of the Information Society, 2013
Mobile learning offers learning opportunities to learners without the limitations of time and space. Mobile learning has introduced a number of flexible options to the learners across disciplines and at different educational levels. However, designing mobile learning content is an equally challenging task for the instructional designers.…
Descriptors: Foreign Countries, Electronic Learning, Models, Instructional Design
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