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Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
Schwartz, Madeleine E. B. – ProQuest LLC, 2022
Emerging adulthood, the period of time between adolescence and adulthood, is full of new adjustments. During this time, individuals must acclimate to heightened expectations with diminished support. Individuals with attention-deficit/hyperactivity disorder (ADHD) experience even greater academic and vocational difficulty during emerging adulthood…
Descriptors: Attention Deficit Hyperactivity Disorder, Telecommunications, Handheld Devices, Computer Oriented Programs
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Eryilmaz, Selami – Turkish Online Journal of Educational Technology - TOJET, 2021
Many definitions of education have been made from past to present. The definition of education, which is generally defined as the process of creating behaviour change in the desired direction in individuals, has a history as old as human history. From another point of view, education is the sum of the process that takes the individual from birth…
Descriptors: Teacher Attitudes, Student Attitudes, Telecommunications, Handheld Devices
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Costello, Robert; Smith, Lucy – International Journal of Adult Education and Technology, 2022
Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon…
Descriptors: Electronic Learning, Handheld Devices, Well Being, Anxiety
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Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
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Chae, Jiyoung – Health Education & Behavior, 2018
This study investigated sociodemographic, health-related, technological, and motivational factors associated with having health-related apps. Focusing on motivational factors, this study chose five general healthy intentions (about fruit, vegetable, and soda intake, weight control, and amount of exercise) and examined whether those with intention…
Descriptors: Profiles, Computer Oriented Programs, Individual Characteristics, Intention
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Gevarter, Cindy; O'Reilly, Mark F.; Sammarco, Nicolette; Watkins, Laci; Kuhn, Michelle; Sigafoos, Jeff – Education and Training in Autism and Developmental Disabilities, 2018
The purpose of this study was to evaluate the effects of different speech-generating device displays and vocabulary organizations on the acquisition of multi-step requesting responses in children with autism spectrum disorder (ASD). Four young children with ASD were taught to use an iPad® application to make requests using both a taxonomically…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Handheld Devices
Fuller, Bruce; Lizárraga, José Ramon; Gray, James H. – Joan Ganz Cooney Center at Sesame Workshop, 2015
Latino families in America increasingly enjoy access to a dizzying array of content on a variety of electronic devices, from televisions and video games to personal computers and mobile devices. Bruce Fuller, José Ramón Lizárraga, James H. Gray raise pressing questions that face Latino families as they adopt technologies that both have the…
Descriptors: Educational Technology, Hispanic Americans, Handheld Devices, Educational Games
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Cowdery, Joan; Majeske, Paul; Frank, Rebecca; Brown, Devin – American Journal of Health Education, 2015
Background: Although there are thousands of health and fitness smartphone apps currently available, little research exists regarding the effects of mobile app technology on physical activity behavior. Purpose: The purpose of this study was to test whether Exergame smartphone applications increase physical activity levels. Methods: This was a…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Physical Activity Level
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Mills, Michael, Ed.; Wake, Donna, Ed. – IGI Global, 2017
Education has been progressing at a rapid pace ever since educators have been able to harness the power of mobile technology. Open-access learning techniques provide more students with the opportunity to engage in educational opportunities that may have been previously restricted. "Empowering Learners with Mobile Open-Access Learning…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Vogel, Doug; Kennedy, David; Kwok, Ron Chi-Wai – Journal of Interactive Learning Research, 2009
Assessing the impact on learning of the use of mobile devices and associated applications is a complex challenge. This article reports on progress to date in a longitudinal study using a design research approach with three cohorts of 800 students each. Results are encouraging in terms of learning enhancement through select mobile application by a…
Descriptors: Handheld Devices, Computer Oriented Programs, Learning, Electronic Learning