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Lobos, Karla; Sáez-Delgado, Fabiola; Bruna, Daniela; Cobo-Rendon, Rubia; Díaz-Mujica, Alejandro – Education Sciences, 2021
Background: Smartphone applications have the potential to support university students for the benefit of learning in higher education. Objective: To design and evaluate the effect of an intra-curricular program using a mobile application on self-regulated learning strategies in university students. Method: The 4Planning mobile application was…
Descriptors: Program Development, Program Effectiveness, Validity, Learning Activities
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Saikat, Shahnawaz; Dhillon, Jaspaljeet Singh; Wan Ahmad, Wan Fatimah; Jamaluddin, Robiatul A'dawiah – Education Sciences, 2021
Following the COVID-19 outbreak, teaching and learning have been forced to move fully to the Internet rather than the conventional offline medium. As a result, the use of M-learning has risen dramatically, which was neither expected or anticipated. The challenges and benefits of such widespread usage are beginning to emerge in front of us. Thus,…
Descriptors: COVID-19, Pandemics, Telecommunications, Handheld Devices
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Traxler, John – Education Sciences, 2021
The established mobile learning paradigm is now two decades old; it grew out of the visions and resources of e-learning research communities in universities in the world's more economically developed regions. Whilst it has clearly been able to demonstrate many practical, pedagogic and conceptual achievements, it is now running out of steam. It has…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Technology Uses in Education
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Södervik, Ilona; Katajavuori, Nina; Kapp, Karmen; Laurén, Patrick; Aejmelaeus, Monica; Sivén, Mia – Education Sciences, 2021
The learning of laboratory skills is essential in science education, but students often get too little individual guidance in this area. Augmented reality (AR) technologies are a promising tool to tackle this challenge and promote students' high-level learning and performance in science laboratories. Thus, the purpose of this study was (1) to…
Descriptors: Educational Technology, Technology Uses in Education, Hands on Science, Telecommunications
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Oliveira, David; Pedro, Luís; Santos, Carlos – Education Sciences, 2021
The proliferation of mobile devices and mobile applications has changed the way people communicate, work, and study, namely in higher education contexts. However, users have very different application usage habits from each other, and the data collecting instruments that typically support the studies usually rely on the perception that users…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Gómez-García, Gerardo; Hinojo-Lucena, Francisco-Javier; Alonso-García, Santiago; Romero-Rodríguez, José-María – Education Sciences, 2021
Mobile learning is a resource that can enhance the teaching-learning process of students and improve the training of future teachers. Specifically, augmented reality (AR) technology allows for immersive and experiential learning without the need to leave the classroom. The purposes of this paper were to apply AR technology in the training of…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Marques, Margarida M.; Pombo, Lúcia – Education Sciences, 2021
Ongoing technology progress sustains innovative teaching approaches. Mobile devices, augmented reality (AR), and games are a few of the new resources that teachers have at their disposal to promote student learning. However, their effective integration into practices requires training, so there is a need to analyze the impact of training…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Computer Simulation
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Chen, Jiang-Jie; Hsu, Yen; Wei, Wei; Yang, Chun – Education Sciences, 2021
The Basic Design course can help students understand design principles and visual art elements. It is a compulsory basic course for the department of art and design in many universities. In recent years, Augmented Reality (AR) technology has found its way into the field of design education and has become a popular textbook tool in teaching…
Descriptors: Textbooks, Educational Technology, Technology Uses in Education, Design
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Mrazek, Alissa J.; Mrazek, Michael D.; Carr, Peter C.; Delegard, Alex M.; Ding, Margaret G.; Garcia, Daniel I.; Greenstein, Jenna E.; Kirk, Arianna C.; Kodama, Erika E.; Krauss, Miel J.; Landry, Alex P.; Stokes, Crystal A.; Wickens, Kyla D.; Wong, Kyle; Schooler, Jonathan W. – Education Sciences, 2020
During academic activities, adolescents must manage both the internal distraction of mind-wandering and the external distraction of digital media. Attention training has emerged as a promising strategy for minimizing these distractions, but scalable interventions that can deliver effective attention training in high schools are still needed. The…
Descriptors: Attention Control, High School Students, Adolescents, Public Schools
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Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
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Vega-Ramírez, Lilyan; Notario, Rubén Olmedilla; Ávalos-Ramos, María Alejandra – Education Sciences, 2020
Mobile telephony has developed exponentially, offering a multitude of services that could be optimal for the educational field of physical and sports activity (PSA). The objective of this research was to analyze the use of smartphone by 40 Spanish teenagers and assess the degree of satisfaction of the Polar Beat application within the subject of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Li, Fan; Fan, Si; Wang, Yanjun; Lu, Jinjin – Education Sciences, 2021
The outbreak of COVID-19 worldwide in 2020 has posed tremendous challenges to higher education globally. Teaching English as a foreign language (TEFL) is among the many areas affected by the pandemic. The unexpected transition to online teaching has increased challenges for improving and/or retaining students' language proficiency. WeChat, a…
Descriptors: Foreign Countries, College Students, COVID-19, Pandemics
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Nadeem, Muhammad; Chandra, Amal; Livirya, Audrey; Beryozkina, Svetlana – Education Sciences, 2020
Lab orientation is a vital part of learning for new students entering the university, as it provides the students with all the necessary and important information about the lab. The current orientation is manual, tedious, suffers from logistical constraints, lacks engagement, and provides no way to assess that outcomes have been achieved. This is…
Descriptors: Computer Simulation, College Students, Science Laboratories, Telecommunications
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Okai-Ugbaje, Safiya; Ardzejewska, Kathie; Imran, Ahmed – Education Sciences, 2020
The extant literature on mobile learning in higher education has mainly focused on students and academics. This study conducted in a Nigerian university considered a wider group of stakeholders (students, academics, IT personnel, and administrative leaders) in its investigation of stakeholders' awareness, willingness, and readiness for mobile…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices