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Dou, Yanli – International Journal of Web-Based Learning and Teaching Technologies, 2023
This study analyzes the necessity of introducing multimedia technology into college badminton teaching and puts forward some countermeasures and suggestions for introducing multimedia technology into college badminton teaching. Taking badminton as an example, this paper studies the design and implementation of mobile teaching platform under O2O…
Descriptors: Racquet Sports, Educational Technology, Higher Education, Athletics
Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
Md Kassim Normalini; Zhu Fei; Wan Normila Mohamad; Mohamad Saifudin; Mohamad Saleh – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The present study explores the key determinants that influence the intention of public higher education institutions in Malaysia to utilize mobile learning. Furthermore, this study investigates the correlation between these attributes and the components that affect the sustainability viability of mobile learning. Background: The…
Descriptors: Educational Environment, Sustainability, Pandemics, COVID-19
Villena Martínez, Mª Dolores; Pérez García, Purificación; Muñoz García, Antonio – Interactive Learning Environments, 2021
Smartphones (SMPs) play a vital role in the lives of young people and in the university classroom. There are few studies of the use of SMPs by university students, and the existing knowledge is inconsistent and lacking consensus. This article shows the validity of a theoretical model of the use of SMPs in higher education, in the context of the…
Descriptors: Telecommunications, Handheld Devices, Higher Education, College Students
Shaya, Nessrin M.; Madani, Rehaf A.; Mohebi, Laila M. B. – Journal of Interactive Learning Research, 2023
This study developed and empirically tested a theoretical model to predict the factors affecting students' acceptance and behavioral intentions toward using mobile learning (m-learning) in United Arab Emirates (UAE). The present study explored the behavioral intention to use m-learning from the angle of consumers by applying the extended Unified…
Descriptors: Higher Education, Intention, Student Behavior, Information Technology
Michael Bowles – Electronic Journal of e-Learning, 2024
Self-regulation of learning behaviour is particularly important when it comes to vocabulary learning for academic purposes in a second language because it often needs to be done on a regular and consistent basis and mostly in out-of-class, self-directed settings to be successful. Self-regulation is also vital when this learning takes place using…
Descriptors: Higher Education, Vocabulary Development, Second Language Learning, Self Control
McGloin, Rory; McGillicuddy, Kara T.; Christensen, John L. – Journal of Computing in Higher Education, 2017
The aim of this study was to investigate whether students with differing goal achievement orientations were more likely to engage in on-task or off-task mobile device usage, as well as whether particular devices (specifically, laptops and smartphones) have a positive or negative relationship with specific task usage. The results of this study…
Descriptors: Goal Orientation, Academic Achievement, Technology Uses in Education, Handheld Devices
Dar, Wahid Ahmad; Jan, Kounsar – International Journal of Virtual and Personal Learning Environments, 2022
COVID-19 taught us the importance of personalized ICT use in the higher education context. In this scenario, the importance of researching student's ICT behaviour is becoming ever more crucial. This study investigates the influence of student alienation (SAL), socio-economic status, residential background, type of course, and gender on students'…
Descriptors: Correlation, Student Behavior, Alienation, Information Technology
Edmonds, Roger; Smith, Simon – Australasian Journal of Educational Technology, 2017
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Higher Education
Çetin, Kenan; Kiliçkaya, Ferit – Online Submission, 2019
The introduction and wide use of devices, especially mobile ones, has changed the way learners read and do research for a variety of reasons, and this trend has attracted a number of studies conducted regarding reading on screen and on paper in addition to those dealing with the students' behavior in using online resources to print ones. This…
Descriptors: Reading Processes, Telecommunications, Handheld Devices, Printed Materials
Alqahtani, Maha; Mohammad, Heba – Turkish Online Journal of Educational Technology - TOJET, 2015
Mobile applications are rapidly growing in importance and can be used for various purposes. They had been used widely in education. One of the educational purposes for which mobile applications can be used is learning the right way to read and pronounce the verses of the Holy Quran. There are many applications that translate the Quran into several…
Descriptors: Electronic Learning, Handheld Devices, Participant Satisfaction, Student Attitudes
Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Mueller, Julie; Wood, Eileen; De Pasquale, Domenica; Cruikshank, Ruth – International Journal of Higher Education, 2012
This study followed an innovative introduction of mobile technology (i.e., BlackBerry® devices) to a graduate level business program and documented students' use of the technology from the time students received the devices to the end of their first term of study. Students found the BlackBerry® device easy to use, and were optimistic regarding its…
Descriptors: Higher Education, Handheld Devices, Technology Uses in Education, Technology Integration
Petley, Rebecca; Attewell, Jill; Savill-Smith, Carol – International Journal of Virtual and Personal Learning Environments, 2011
MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as "The exploitation of ubiquitous handheld technologies, together with wireless and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
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