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Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
Morrison, Gary R.; And Others – 1988
This study compared the effects of computer and print text density on learning using 48 undergraduate teacher education majors as subjects. Three separate studies tested the effects of text density and presentation modes (print or computer), learner control, and screen density. Dependent variables for the first two studies--which were…
Descriptors: Computer Assisted Instruction, Design Preferences, Education Majors, Higher Education
Morrison, Gary R.; And Others – Educational Communication and Technology Journal, 1988
Describes study that examined text density levels as a design variable in print and computer-based instructional presentations. The six treatment groups are explained, including low density, high density, and learner controlled density; attitude surveys and achievement posttests are described; and implications of the findings for instructional…
Descriptors: Academic Achievement, Analysis of Variance, Computer Assisted Instruction, Design Preferences
Bradshaw, Amy C. – 1998
The purpose of this study was to determine the effects of presentation interference on students' ability to learn from, and their beliefs regarding, computer-generated presentations. Informed by single-element screen design studies and professional practice, this combined-element study compared a contextually based, intentionally interference free…
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Software Development, Courseware