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Kwun Hung Li; Dickson K.W. Chiu; Elaine W.S. Kong; Kevin K.W. Ho – Education & Training, 2025
Purpose: This research investigates mobile security awareness among university students in Hong Kong, who increasingly rely on mobile devices for their daily activities and academic needs. This research seeks to inform targeted educational strategies and policies to enhance mobile security practices among young adults, particularly in regions…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, College Students
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Suzannie K. Y. Leung; Joseph Wu; Jenny Wanyi Li; Yung Lam; Oi-Lam Ng – Early Childhood Education Journal, 2025
Educators and researchers are becoming interested in cultivating computational thinking (CT). However, in the Hong Kong context, CT-related studies regarding young children are rarely found. The present study aimed to use an unplugged digital arts activity to examine the CT concepts that children performed and document their CT developmental…
Descriptors: Foreign Countries, Computation, Thinking Skills, Young Children
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Janice Ka-Yan Chan; Theodore Ching-Kong Cheung; Chi-Wai Chan; Fan Fang; Kelly Yee-Ching Lai; Xiang Sun; Helen O'Reilly; Ofer Golan; Carrie Allison; Simon Baron-Cohen; Patrick Wing-Leung Leung – Autism: The International Journal of Research and Practice, 2024
"The Transporters" intervention contains 15 animated episodes that autistic children watch daily for a month and learn emotion recognition through stories depicting social interactions between vehicle characters with grafted human faces, expressing emotions. Its automated, home-based format is cost-effective. This study included four…
Descriptors: Foreign Countries, Emotional Response, Young Children, Autism Spectrum Disorders
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Fung, Ka-Yan; Perrault, Simon Tangi; Lee, Lik-Hang; Fung, Kwong-Chiu; Song, Shenghui – IEEE Transactions on Learning Technologies, 2023
Dyslexia is a specific learning difficulty that affects primary school students, which is difficult to tackle through traditional school learning due to limited resources. To this end, large-scale digital learning presents new opportunities to address the need for inclusive education. A unique challenge for students with dyslexia in Hong Kong is…
Descriptors: Dyslexia, Inclusion, Students with Disabilities, Chinese
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Ma, Qing – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Language learners can now access language learning information anywhere and anytime with handheld mobile devices connected to unlimited online information. Searching the meaning of unknown language items encountered online may be the first step for language learning to take place. Making good use of e-dictionaries and dictionary apps is a key…
Descriptors: Second Language Learning, Educational Technology, Technology Uses in Education, Computer Oriented Programs
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Chen, Jason Chi Wai – International Journal of Music Education, 2020
This pilot study focuses on the use of mobile tablets to allow secondary students to compose in class with the application "GarageBand." The empirical research has two aims: to demonstrate the possibility of using mobile tablets as a composing device, and to examine professional practices for using mobile technologies in music learning.…
Descriptors: Telecommunications, Handheld Devices, Secondary School Students, Musical Composition
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Kwong, Theresa; Wong, Eva; Yue, Kevin – Technology, Knowledge and Learning, 2017
This paper reports the learning analytics on the initial stages of a large-scale, government-funded project which inducts university students in Hong Kong into consideration of academic integrity and ethics through mobile Augmented Reality (AR) learning trails--Trails of Integrity and Ethics (TIEs)--accessed on smart devices. The trails immerse…
Descriptors: College Students, Foreign Countries, Integrity, Ethics
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Jong, Morris Siu-Yung; Chan, To; Hue, Ming-Tak; Tam, Vincent W. L. – Educational Technology & Society, 2018
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in…
Descriptors: Outdoor Education, Educational Games, Educational Technology, Technology Uses in Education
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Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Lai, Arthur – Interactive Learning Environments, 2016
Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…
Descriptors: Immersion Programs, Telecommunications, Handheld Devices, Teaching Methods