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Frank Hakemulder; Anne Mangen – Reading Research Quarterly, 2024
The increasing use of digital technologies has implications for reading. Online and on-screen reading often consist of engaging with multiple, short, multimedia snippets of information, whereas longform reading is in decline. Meta-analyses have identified a screen inferiority when reading informational texts, but not narrative texts. The mode…
Descriptors: Reading Habits, Handheld Devices, Preferences, Books
Rani, Neha; Chu, Sharon Lynn – Education and Information Technologies, 2022
Wearable devices are a popular class of portable ubiquitous technology. These devices are available in a variety of forms, ranging from smart glasses to smart rings. The fact that smart wearable devices are attached to the body makes them particularly suitable to be integrated into people's daily lives. Thus, we propose that wearables can be…
Descriptors: Electronic Learning, Assistive Technology, Affordances, Educational Technology
Aytekin Isman; Rehan M. Yahya – Turkish Online Journal of Educational Technology - TOJET, 2024
This study aimed to discover the factors affecting the acceptance and adoption of Tiktok platform among Palestinians through the Lens of Diffusion of Innovation Theory. The study sought to research how Tiktok app has diffused among the Palestinian users, and discover the characteristics of Tiktok platform that affect its adoption among them, in…
Descriptors: Social Media, Technology Integration, Educational Innovation, Handheld Devices
Chin Ee Loh; Nur Fitri Shazwini Binte Rosli; Maya Ziqing Krishnan – Changing English: Studies in Culture and Education, 2024
Portable mobile technologies and high-speed access to the internet has led to the development of new online-first reading materials such as Korean Manhwa or webtoons, designed for quick consumption on mobile devices. Drawing on in-depth interviews with 11 adolescent girls aged 14 to 15 years old, this study examines why and how adolescents read…
Descriptors: Electronic Publishing, Telecommunications, Handheld Devices, Cartoons
Canaslan-Akyar, Begüm; Sungur, Semra – Turkish Journal of Education, 2022
This study aimed to examine self-regulation skill of 4-6-year-old children regarding digital media usage. The data were collected through the questionnaire, which includes self-regulation skills of 4-6-year-old Children (Mother Form), and the demographic information section was filled by 911 volunteer mothers who live in Turkey. Children's digital…
Descriptors: Foreign Countries, Preschool Children, Handheld Devices, Telecommunications
Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Shrivastava, Archana; Shrivastava, Ashish – Interactive Technology and Smart Education, 2023
Purpose: This study aims to investigate the attributes of the online programme that are considered and compute their relative importance in the purchase decision. This study aims to identify the most lucrative bundling of these attributes and their levels that can be used by online education companies to craft their product design strategy to…
Descriptors: MOOCs, Distance Education, Program Design, Advertising
Runchina, Cinzia; Sánchez-Caballé, Anna; González-Martínez, Juan – Cogent Education, 2022
In recent years, the integration of "new media literacies" and, consequently, strategies such as transmedia learning in the teaching-learning processes has been a topic of interest among various types of national and international institutions and governments. In this sense, the current article deals with the abilities and habits that…
Descriptors: Media Literacy, Digital Literacy, Foreign Countries, Access to Computers
Elizabeth R. Lorah; Christine Holyfield; Jessica Miller; Brenna Griffen; Cody Lindbloom – Journal of Developmental and Physical Disabilities, 2022
As 30% of individuals with autism spectrum disorder (ASD) demonstrate difficulties with vocal output, augmentative and alternative communication (AAC) intervention can provide a means for those persons to have the ability to communicate with others. To determine the most effective mode of AAC for individuals with ASD, practitioners must have…
Descriptors: Autism Spectrum Disorders, Augmentative and Alternative Communication, Intervention, Handheld Devices
Bree E. Holtz; Shaheen Kanthawala; Kaley Martin; Victoria Nelson; Scott Parrott – Journal of American College Health, 2025
Objective: Millions of people use mobile phone or computer-based applications--apps--to maintain their mental health and connect with treatment providers through text- and video-based chat functions. The present study sought to understand young adults' motivations for adopting this technology using the "unified theory of acceptance and use of…
Descriptors: Young Adults, Mental Health, Health Behavior, Computer Oriented Programs
Li Liu; Shaidatul Akma Adi Kasuma; Salasiah Che Lah – International Journal of Virtual and Personal Learning Environments, 2023
The COVID-19 pandemic has accelerated the adoption of online education, including mobile-assisted language learning (MALL). Extensive research has examined various aspects of MALL; there remains a gap in understanding the preferred mobile resources that promote lifelong learning ability, particularly in relation to gender differences. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
Dinara, Dauletaliyeva; Sholpan, Arzymbetova; Nurzak, Duissenov; Bikamal, Toktagul; Gulnar, Kylyshbaeva – Cypriot Journal of Educational Sciences, 2022
As a problem situation in the research, it was aimed to teach the future specialists the basic scientific and pedagogical values and it was planned to proceed accordingly. The research was conducted in the fall semester of 2021-2022, and the study was conducted with the participation of 384 university students using a quantitative research model.…
Descriptors: Values, Online Courses, College Students, Technology Uses in Education
Mindy Lingo; Belkis Choiseul-Praslin; Clare Papay; Chelsea VanHorn Stinnett; L. Danielle Roberts-Dahm – Institute for Community Inclusion, 2024
Starting college can be an exciting time for students. College can also present new challenges, like learning unwritten rules, following unfamiliar procedures, and navigating new environments. Many students, including those with intellectual disability, benefit from explicit campus navigation and acclimation training in their new campus community.…
Descriptors: College Students, Students with Disabilities, School Orientation, Navigation
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Read, Timothy; Martín-Monje, Elena – JALT CALL Journal, 2021
In this article, a study is presented of two socially inclusive Language MOOCs undertaken by refugees and migrants as part of the MOONLITE project. Three research questions were formulated on the types of devices the students prefer to use for the courses, whether that choice affects course completion, and if the teaching practice influences…
Descriptors: Electronic Learning, Handheld Devices, Blended Learning, Migrants