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Churchill, Natalia – Educational Media International, 2020
Developing digital literacy skills is essential for 21st century learning, working and living. Emerging mobile technologies provide affordances that can be leveraged to advance these skills in a school educational setting. Digital literacy in the context of this paper encompasses media literacy, visual literacy, technology tools literacy and…
Descriptors: Technological Literacy, Media Literacy, Visual Literacy, Handheld Devices
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Hung, Hui-Chun; Shwu-Ching Young, Shelley; Lin, Kuo-Chin – Technology, Pedagogy and Education, 2018
Physical education (PE) is an important subject in higher education that specifically targets motor skills in health-enhancing activities. This study aimed to explore how mobile technology could be integrated into a badminton course to enhance learners' motivation and badminton skills. The experiment was conducted in the university badminton…
Descriptors: Racquet Sports, Handheld Devices, Student Motivation, Physical Education
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Epstein, Iris; Baljko, Melanie; Thumlert, Kurt; Kelly, Evadne; Smith, James Andrew; Su, Yelin; Zaki-Azat, Justeena; May, Natasha M. – International Journal for the Scholarship of Teaching and Learning, 2020
Nursing, dance and studio-based arts, engineering, and athletic therapy are viewed as practice-oriented professions in which the teaching and situated learning of practical skills are central. In order to succeed, students must perform a series of performance-based assessments, which seemingly require an "able" body to enact complex…
Descriptors: Situated Learning, Telecommunications, Handheld Devices, Drills (Practice)
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Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr – Education and Information Technologies, 2015
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Learning Processes
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Kali, Yael; Sagy, Ornit; Kuflik, Tsvi; Mogilevsky, Orit; Maayan-Fanar, Emma – IEEE Transactions on Learning Technologies, 2015
We report on the development and evaluation of an innovative instructional model, which harnesses advanced technologies and local resources (an in-campus museum), to support undergraduate-level art history students in developing the skills required for analyzing artwork. Theory suggests that analyzing artwork requires theoretical knowledge and…
Descriptors: Educational Technology, Technology Uses in Education, Museums, Undergraduate Students
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis