Publication Date
| In 2026 | 0 |
| Since 2025 | 50 |
| Since 2022 (last 5 years) | 336 |
| Since 2017 (last 10 years) | 759 |
| Since 2007 (last 20 years) | 1073 |
Descriptor
Source
Author
Publication Type
Education Level
Location
| China | 31 |
| Australia | 29 |
| Indonesia | 26 |
| Turkey | 24 |
| Saudi Arabia | 18 |
| South Africa | 17 |
| Japan | 16 |
| Taiwan | 16 |
| United Kingdom | 16 |
| Brazil | 15 |
| Spain | 15 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 1 |
| Family Educational Rights and… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Arinova, Bakyt; Pyatkina, Darya; Latysheva, Valentina; Stroiteleva, Natalia – International Journal of Web-Based Learning and Teaching Technologies, 2022
The purpose of the study is to consider the features of the use of mobile applications for the development of professional competencies, in particular cognitive skills, and their general impact on the effectiveness of learning. There were 845 students from 2 countries participating in the research. The students were divided into two groups: one…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Thinking Skills
Sng, Cheong Ying; Carter, Mark; Stephenson, Jennifer – International Journal of Disability, Development and Education, 2022
Difficulties with social conversation can be a direct result of the social skills deficit in individuals with autism spectrum disorders (ASD). The popularity of hand-held devices and the development of commercial apps has expanded the scope of teaching social skills via this modality. This study extends an earlier pilot study in which a…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Skill Development
Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Mohsen Ashrafganjoe – Technology in Language Teaching & Learning, 2025
This study explored the application and effectiveness of Hemingway-based feedback in enhancing the academic writing skills and overall writing quality of Iranian EFL learners. Given the limited research on integrating digital tools into diverse educational contexts, the study aimed to: (1) examine the impact of the Hemingway app on EFL learners'…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Oriented Programs
Benazir Quadir; Jie Chi Yang; Wei Wang – Interactive Learning Environments, 2024
Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps…
Descriptors: Handheld Devices, Educational Technology, Computer Oriented Programs, English (Second Language)
Daryl Axelrod; Jennifer Kahn – Educational Technology Research and Development, 2024
This paper extends research that looks at the intersection of multimodal composing and maker education. We present findings from a fourth iteration of a multidisciplinary classroom design study in which high school youth made digital comics based on literary novels in an 11th grade language arts classroom in a predominantly Hispanic, low-SES,…
Descriptors: High School Students, Grade 11, Language Arts, Cartoons
Pandora Dorouka; Michail Kalogiannakis; Ron Blonder – Journal of Science Education and Technology, 2024
Successful integration of digital technologies in the education of young children still needs to be solved. Despite a growing body of research focusing on learning through digital technologies in childhood, there are areas of knowledge where the impact of digital technologies has yet to be explored. A prominent example is nanoscience and…
Descriptors: Handheld Devices, Computer Oriented Programs, Literacy Education, Early Childhood Education
Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
Shatha Mohammed Almalki – International Journal of Mobile and Blended Learning, 2024
This critical participatory action research explored undergraduate female Saudi students' perspectives on the implications of a self-organised learning environment (SOLE) via their mobile devices. Data was gathered from interviews and focus groups using a convenience sample of 27 undergraduate students and the researcher's reflective journals. The…
Descriptors: Student Attitudes, Individualized Instruction, Educational Environment, Handheld Devices
Hoffmann, Audrey N.; Bogoev, Bistra K.; Callard, Chase H.; Sellers, Tyra P. – Journal of Behavioral Education, 2019
The present study examined effects of providing varied reinforcement versus constant reinforcement using an iPad and applications (apps). Participants included three typically developing children in a school setting. We conducted a preference assessment to identify highly preferred and moderately preferred apps. We then conducted a concurrent…
Descriptors: Handheld Devices, Technology Uses in Education, Reinforcement, Computer Oriented Programs
Tunjera, Nyarai – Electronic Journal of e-Learning, 2023
Mobile devices have penetrated all levels of society worldwide, including what are predominantly considered inaccessible, low-income communities in developing nations. Mobile devices are frequently used for economic, political, and social interactions and even business transactions. In a similar fashion, teachers are slowly adapting to the use of…
Descriptors: Handheld Devices, Computer Oriented Programs, Computer Mediated Communication, Preservice Teachers
Rangel-de Lazaro, Gizeh; Duart, Josep M. – Journal of New Approaches in Educational Research, 2023
Technological revolutionary changes have boosted mobile learning's evolution from supplementary material for teaching to a flexible, strategic, and convenient resource, driving new paths in higher education. With global increases in wireless internet access and the advent of highly functional smartphones and tablets, which have impacted the rise…
Descriptors: Handheld Devices, Computer Oriented Programs, Higher Education, Educational Technology
Melcher, Jennifer; Lavoie, Joel; Hays, Ryan; D'Mello, Ryan; Rauseo-Ricupero, Natali; Camacho, Erica; Rodriguez-Villa, Elena; Wisniewski, Hannah; Lagan, Sarah; Vaidyam, Aditya; Torous, John – Journal of American College Health, 2023
Objective: This study assessed the feasibility of capturing smartphone based digital phenotyping data in college students during the COVID-19 pandemic with the goal of understanding how digital biomarkers of behavior correlate with mental health. Participants: Participants were 100 students enrolled in 4-year universities. Methods: Each…
Descriptors: Telecommunications, Handheld Devices, College Students, COVID-19
Shem D. Unger; Mark Rollins – Bioscene: Journal of College Biology Teaching, 2023
When teaching undergraduate biology courses, developing engaging activities which allow students to learn using a hands-on pedagogy can provide impactful learning moments for students. This activity helps students make connections between lecture content on environmental issues, e.g., the use of microplastics (MPs) and their own day-to-day…
Descriptors: Undergraduate Students, Biology, Majors (Students), College Science
Lori Bruner; Natalia I. Kucirkova – Literacy, 2025
This study examined the relationship between the cost of children's reading apps and their educational quality. We focused on three key indicators: (1) the percentage of new words introduced to children (literacy quality), (2) the percentage of digital features aligned with these new words (multimedia quality) and (3) the percentage of diverse…
Descriptors: Literacy Education, Handheld Devices, Computer Oriented Programs, Early Childhood Education

Peer reviewed
Direct link
