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Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
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Bimal Aklesh Kumar; Sailesh Saras Chand; Munil Shiva Goundar – International Journal of Information and Learning Technology, 2024
Purpose: Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.…
Descriptors: Usability, Electronic Learning, Computer Software, Computer Oriented Programs
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Muhammad Andiri Hendrawan; Romadhani Ardi – International Society for Technology, Education, and Science, 2023
The use of smartphones has become a primary need in supporting human daily activities. With the presence of a smartphone, various activities can be carried out only through an application. One application that is currently popular with Indonesians is an investment application with products such as stocks, mutual funds, and crypto. The presence of…
Descriptors: Handheld Devices, Computer Oriented Programs, Models, Investment
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Yilmaz, Erdi Okan – Malaysian Online Journal of Educational Technology, 2023
This study aims to develop a measurement tool to determine the socio-technical pedagogical usability of mobile applications that can be used in an educational context. The study group consists of a total of 1012 students who are studying at a higher education institution in Turkey in the fall semester of the 2021-2022 academic year. A draft scale…
Descriptors: Test Construction, Usability, Handheld Devices, Computer Oriented Programs
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Radici, Elena; Heboyan, Vahé; De Leo, Gianluca – Child Language Teaching and Therapy, 2023
In order to meet the communication needs of individuals who use Augmentative and Alternative Communication (AAC) devices, communication partners are often responsible for the programming of the AAC devices. However, the prolonged learning time and operational demands of AAC devices are often barriers to an efficient use of time during a therapy…
Descriptors: Augmentative and Alternative Communication, Computer Oriented Programs, Vocabulary Development, Handheld Devices
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Kukreja, Vinay; Jain, Anuj Kumar; Singh, Amitoj; Kaushal, Rajesh Kumar; Aggarwal, Arun – Education and Information Technologies, 2023
Context: In the children's education process, not only children but parents, educators, and teachers are using touchscreen technology-enabled contrivances for better quality of life. Every stakeholder has their perspective on the usage of touchscreen contrivances. A lot of moderators and critical factors affect this perception. Objective: To…
Descriptors: Early Childhood Education, Technology Uses in Education, Educational Technology, Handheld Devices
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Mohammed Abdullatif Almulla – International Journal of Information and Communication Technology Education, 2024
Mobile learning (M-learning) has become a crucial tool for both students and educators. The unified theory of acceptance and use of technology (UTAUT), the technology acceptance model (TAM), and outside factors were all included in this study's integrative review approach to examine the variables affecting university students' intention to use…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Undergraduate Students
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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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Silvia Lizett Olivares-Olivares; Miriam Lizzeth Turrubiates Corolla; Juan Pablo Nigenda Alvarez; Natalia Mejía Gaviria; Mariana Lema-Velez; Miguel Angel Villarreal Rodríguez; Luis Carlos Franco Ayala; Elena María Trujillo Maza; Isabel Barriga Cosmelli; Klaus Puschel Illanes – Journal of Applied Research in Higher Education, 2024
Purpose: Professional Identity Formation is the dynamic evolution to "think, act and feel" to become part of a professional community. This document presents the development and the study that aimed to assess the usability of a m-Learning Identity App (MLIA) focused on the formation of professional identity among undergraduate medical…
Descriptors: Professional Identity, Computer Oriented Programs, Telecommunications, Handheld Devices
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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Rohaeti, Euis Eti; Evans, Brian R.; Wiyatno, Toyo; Prahmana, Rully Charitas Indra; Hidayat, Wahyu – Journal on Mathematics Education, 2023
Equations are often used in mathematics and other subjects, which means that a media can teach students how to solve equations, particularly linear equations of two variables, or "Sistem Persamaan Linear Dua Variabel" (SPLDV) as it is called in Indonesian, is needed. However, most teachers are still focused on developing the learning…
Descriptors: Mathematics Education, Mathematics Skills, Equations (Mathematics), Mathematics Instruction
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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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Lu, Aitao; Deng, Ruchen; Huang, Yingshi; Song, Tianhua; Shen, Yunhong; Fan, Zhiling; Zhang, Jijia – Education and Information Technologies, 2022
With the popularity of mobile devices, people are increasingly trying to learn a second language (L2) using mobile applications (apps). The current study examined language learners' perceptions of the usefulness and ease of use of mobile learning apps in relation to language learning flow and satisfaction. University students who were learning…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Second Language Learning
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Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
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Xiaotian Zhang; Mingming Zhou – Education and Information Technologies, 2024
Despite the rising awareness that mobile technologies can be used as viable options for additional support for intercultural learning, few studies have been conducted to explore the feasibility of using mobile apps to develop intercultural competence (IC) from the perspectives of learners' acceptance and user experiences. This study applied a…
Descriptors: Foreign Countries, Intercultural Communication, Cultural Pluralism, Interpersonal Competence
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