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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
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
Vázquez-Cano, Esteban; Quicios-García, María-Pilar; Fombona, Javier; Rodríguez-Arce, Jorge – Education and Information Technologies, 2023
The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was developed, using a structural equations model to calculate the degree of importance of each variable. The…
Descriptors: Instructional Design, Computer Oriented Programs, Gamification, Elementary Education
Mokmin, Nur Azlina Mohamed; Jamiat, Nurullizam – Education and Information Technologies, 2021
Based on the study of virtual learning systems, motion learning theory, and instructional design theory, a virtual fitness trainer app named TRAINIME has been developed to be used as one of the tools to teach exercise for fitness education programs. This paper describes the design and development as well as the evaluation of the developed app. The…
Descriptors: Physical Education, Physical Fitness, Educational Technology, Computer Oriented Programs
Cumhur, Fatma; Çam, Sefika Sümeyye – Journal of Pedagogical Research, 2021
This study aims at using a Web 2.0 tool supported-application to achieve digital transformation in an assessment and evaluation course. The study explored the effectiveness of application on the academic achievement, attitude and views of student teachers. Following a mixed-method research design, the quantitative part comprised the…
Descriptors: Web 2.0 Technologies, Technology Uses in Education, Computer Oriented Programs, Academic Achievement
Burden, Kevin; Kearney, Matthew; Schuck, Sandy; Burke, Paul – TechTrends: Linking Research and Practice to Improve Learning, 2019
This article discusses the results of a survey that measured school teachers' and mobile learning (m-learning) experts' perceptions of the relative importance and effectiveness of various pedagogical principles underpinning m-learning designs. A scan of relevant literature produced a set of articles describing effective innovative m-learning.…
Descriptors: Electronic Learning, Educational Principles, Educational Innovation, Authentic Learning
Khoo, Benjamin K. S. – International Journal of Information and Communication Technology Education, 2019
Distance education or learning has been around for a long time and with the advent of mobile devices like the smart phone, it is inevitable that mobility impacts the distance education arena. Mobile learning in this article is defined as the "mobile" state of the learner. In theory, this amplifies the flexibility of distance and online…
Descriptors: Computer Oriented Programs, Higher Education, Electronic Learning, Educational Technology
An Investigation of Augmented Reality Picture Books: Meaningful Experiences or Missed Opportunities?
Green, Marybeth; McNair, Lisa; Pierce, Carolyn; Harvey, Carl – Journal of Educational Multimedia and Hypermedia, 2019
Augmented reality (AR) is predicted to be one of the driving forces in education over the next five years. However, the success of this technology depends on the intelligent design of the apps. This research investigated commercially available augmented reality picture books to survey their digital features interactive features. The researchers…
Descriptors: Computer Simulation, Computer Oriented Programs, Picture Books, Instructional Design
Nilsen, Anders Grov; Almås, Aslaug Grov; Gram, Helene – Designs for Learning, 2020
The purpose of this article is to describe the development and design process of an educational app for teacher training. Online teaching and learning resources are used more than ever in teacher training. However, the utilization of digital technology in higher education shows unambiguously that very little has been transformed or improved so far…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Teacher Education Programs
Yanghee Kim; Diantha Smith – International Journal of Designs for Learning, 2018
This paper presents a vignette of our development of a robot-based app sponsored by the corporation producing the robot. The discussion in this paper begins with the affordances of humanoid robots that enable transformative pedagogical approaches to address children's needs. Next, we present our design case, where we develop a humanoid robot-based…
Descriptors: Instructional Design, Young Children, Robotics, Computer Oriented Programs
Shing, Sophia; Yuan, Benjamin – Journal of Education and Practice, 2016
In the days of the digital Wild West, developers from all backgrounds have joined in the gold rush trying to profit from the almost unbridled spending of well-to-do parents on educational products. In 2016, the Apple App Store had over 80,000 educational apps. The proliferation of educational apps has happened at a furious pace and more apps are…
Descriptors: Computer Oriented Programs, Teacher Developed Materials, Educational Technology, Instructional Design
Radovic, Slaviša; Radojicic, Marija; Veljkovic, Kristina; Maric, Miroslav – Interactive Learning Environments, 2020
The rapid growth in diversity of information and communication technologies (ICT) enables a range of teaching methods, learning support strategies, and education settings to be developed. Questions about appropriate, effective, and efficient use of educational technology in teaching mathematics have been gaining more attention. This study focuses…
Descriptors: Mathematics Education, Elementary School Mathematics, Computer Software, Technology Uses in Education
Kucirkova, Natalia – British Journal of Educational Technology, 2017
The last 5 years have been marked by an explosion of tablet and smartphone applications designed for young children and several calls to encourage educational researchers to engage in children's app research. This paper presents a novel prospect for educational researchers: to collaboratively research, implement and produce iPad apps for…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Researchers, Instructional Design
Dabbagh, Nada; Fake, Helen – TechTrends: Linking Research and Practice to Improve Learning, 2017
With the ubiquitous use of mobile technologies and the increasing demand for just-in-time training, there is a need to prepare and support instructional designers and educators to meet the pedagogical and technological development requirements of their target audience in the most effective and efficient way. This paper reviews the iterative…
Descriptors: Instructional Design, Telecommunications, Handheld Devices, Technology Uses in Education
Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation