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Muhammad Mooneeb Ali; Ahmed M. Alaa; Ambreen Shahnaz – Asian-Pacific Journal of Second and Foreign Language Education, 2024
In the wake of the COVID-19 pandemic, a discernible shift towards mobile learning tools has emerged, supplanting conventional pedagogical methods. Mobile learning (m-learning) constitutes a subset of e-learning, involving the utilization of portable devices for educational purposes. This research undertakes an examination of the impact of…
Descriptors: COVID-19, Pandemics, Telecommunications, Handheld Devices
Fabio Buttussi; Luca Chittaro – IEEE Transactions on Learning Technologies, 2024
Educational virtual environments (EVEs) can enable effective learning experiences on various devices, including smartphones, using nonimmersive virtual reality (VR). To this purpose, researchers and educators should identify the most appropriate pedagogical techniques, not restarting from scratch but exploring which traditional e-learning and VR…
Descriptors: Test Items, Educational Technology, Computer Simulation, Telecommunications
Abdulrahman M. Al-Zahrani – Research in Learning Technology, 2024
This study examines the effects of implementing a Flipped Mobile-Based Microlearning (FMM) approach on postgraduate students' accessibility, engagement, knowledge retention, overall learning experience and academic achievement. A quantitative multiple methods approach was employed, utilising a two-group quasi-experimental design and a survey…
Descriptors: Flipped Classroom, Telecommunications, Handheld Devices, Graduate Students
Yuningsih; Subali, Bambang; Susilo, Mohamad Joko – Anatolian Journal of Education, 2022
The creativity of high school students in Indonesia has not met the demands of 21st century because in general the students' thinking ability has not reached high-level thinking ability. The objectives of this study are: first, utilizing android technology to develop an Analogipedia module containing ecosystem teaching materials for high school…
Descriptors: Electronic Learning, Handheld Devices, Creativity, High School Students
Leo A. Mamolo; Shalom Grace C. Sugano – E-Learning and Digital Media, 2024
The pandemic brought changes in the educational setup leading all learning institutions to rely on online learning. In instruction, using the e-learning method has increased due to the pandemic. This study investigated the effects of the Digital Interactive Math Comics (DIMaC) mobile App on students' self-efficacy, anxiety, and achievement in…
Descriptors: Student Attitudes, Self Efficacy, Mathematics Anxiety, Mathematics Achievement
Lau, Jonathan B. R. – ProQuest LLC, 2022
The purpose of this study is to assess the effectiveness of a mandatory online supplemental instruction program in an introductory cell and molecular biology course at a community college in Northern Nevada. To accomplish this, the study focused on the dependent variable of course GPA, and the issuance rate of "D" or "F" letter…
Descriptors: Program Effectiveness, Required Courses, Supplementary Education, Electronic Learning
Rizal, Rahmat – Physics Education, 2023
Digital literacy is a vital competency needed by physics teachers, so it should be trained through lectures using technology, one of which is LMS3. The study aims to describe the LMS3 implementation in school physics lectures to train digital literacy and elucidate an enhancement of prospective physics teachers' digital literacy in school physics…
Descriptors: Preservice Teachers, Physics, Science Instruction, Science Teachers
Hartley, Kendall; Bendixen, Lisa D.; Gianoutsos, Dan; Shreve, Emily – International Journal of Educational Technology in Higher Education, 2020
This two-part observational and intervention study addressed the role of the smartphone in self-regulated learning (SRL) and student success as measured by achievement. Smartphone usage among students has been identified as contributing to lower academic achievement in a variety of settings. What is unclear is how smartphone usage contributes to…
Descriptors: Handheld Devices, Electronic Learning, Self Management, Learning Strategies
Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
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
Hmidani, Thana; Zareian, Narges – Teaching English with Technology, 2022
The role of interactional feedback (IF) has been the interest of researchers in communicational context. Some studies have shown low rate of improvement following IF in a classroom setting, hence a shift to computer-assisted feedback. This study explored IF in a mobile-mediated environment (MMIF) on Telegram and compared it with in-class IF. The…
Descriptors: Foreign Countries, Feedback (Response), Telecommunications, Handheld Devices
Petritis, Steven J.; Byrd, Katherine M.; Schneller, Will – Journal of Chemical Education, 2022
For years, hybridization in chemistry has been taught using static pictures and model kits. We decided to reimagine how students learn hybridization through the development of a mobile learning tool. The tool contains gamification features, such as achievements and progressive leveling that keep students engaged, while the mobile platform allows…
Descriptors: Science Instruction, Chemistry, Teaching Methods, Scientific Concepts
Ge, Zi-Gang – Interactive Learning Environments, 2022
This study seeks to investigate the impact of a real-time multi-peer feedback process with the use of a web-based polling software on adult e-learners' learning performance. Two groups of participants with 30 members in each were involved in the experiment. In the two-and-a-half-hour experiment, the experimental group adopted a web-based polling…
Descriptors: Feedback (Response), Peer Evaluation, Computer Software, Adult Learning
College Students' Attitudes toward an App for Creating Videos in Online Introductory Spanish Classes
Monzon, Gloria; Alrmuny, Dalal; Ku, Heng-Yu – Quarterly Review of Distance Education, 2021
The purpose of this study was to investigate 69 college students' attitudes toward the Recap app as part of their online language learning process. The Recap app is a free language learning application that uses student-created videos to facilitate language practice and interaction among students. Using a 13-item attitude survey to measure…
Descriptors: Student Attitudes, Educational Technology, Handheld Devices, Video Technology
Tirado-Morueta, Ramón; Berlanga-Fernández, Inmaculada; Vales-Villamarín, Helena; Guzmán Franco, Mª Dolores; Duarte-Hueros, Ana; Aguaded-Gómez, José Ignacio – Education and Information Technologies, 2020
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textbook has become popular worldwide. However, findings of studies that seek to enable understanding of how the daily use of these mobile devices affects student's engagement in the classroom are heterogeneous. The authors utilized and adapted a…
Descriptors: Elementary School Students, Children, Learner Engagement, Handheld Devices