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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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Demir, Kadir; Akpinar, Ercan – Malaysian Online Journal of Educational Technology, 2018
This study examines the effect of mobile learning applications on undergraduate students' academic achievement, attitudes toward mobile learning and animation development levels. Quasi-experimental design was used in the study. Participants of the study were students of the Buca Faculty of Education at Dokuz Eylul University in Turkey. The…
Descriptors: Undergraduate Students, Telecommunications, Handheld Devices, Educational Technology
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Steegen, An; Hasendonckx, Femke; De Cock, Mieke – Review of International Geographical Education Online, 2018
It is well-known that misconceptions exist on a range of topics. The origin of these misconceptions can be very different, but some of them can be understood by students struggling with the application of physics concepts in real life situations or in the context of another school subject, e.g. geography. In this paper, different strategies to…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Olson, Shawn M. – ProQuest LLC, 2016
The purpose of this quasi-experimental study was to investigate the impact of one-to-one technology on the reading growth of students. In this study, one-to-one technology is specifically Apple iPads and reading growth was measured by analyzing the Northwest Evaluation Associations (NWEA) standardized test known as MAP (Measures of Academic…
Descriptors: Educational Technology, Technology Uses in Education, Quasiexperimental Design, Access to Computers
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Jeong, HyeSun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This is a quasi-experimental study with a non-equivalent group pre-test and post-test designed to investigate the effects of learning with smartphone video recordings in fundamental nursing practice. General "intramuscular injection" practice for sophomore nursing students was given to the experimental and control groups for two weeks.…
Descriptors: Quasiexperimental Design, Nursing Students, Telecommunications, Handheld Devices
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Schipper, Joseph M.; Yocum, Russell G. – Journal of Educational Technology Systems, 2016
This quantitative, quasi-experimental, nonequivalent group study examined the impact on levels of measure that determine a return on investment of differing forms of interactive whiteboard (IWB) technology used at a high school in a suburban school district in southeastern Virginia. Three forms of IWB were compared: a full-screen IWB, a mobile…
Descriptors: Educational Technology, Bulletin Boards, Interactive Video, Visual Aids
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Goyal Chin, Amita; Etudo, Ugochukwu; Harris, Mark A. – Informatics in Education, 2016
The past decade has witnessed an explosion of the penetration of mobile technology through all strata of society. Mobile technologies including cell phones, tablets, and even some e-readers are used for surfing the web, running apps, reading email, posting to social media, conducting banking transactions, etc. This liberation from desktop and…
Descriptors: Handheld Devices, Information Security, Cybernetics, Online Searching
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Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPad® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
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Jou, Min; Lin, Yen-Ting; Tsai, Hsieh-Chih – Interactive Learning Environments, 2016
Synthesis of Materials is regarded as an important core subject in engineering education. However, many concepts and knowledge in the material synthesis can be rather abstract and difficult to understand by the student learners. Experiments are limited in scope due to lack of equipment, control of toxic materials, and risks of chemical reactions,…
Descriptors: Engineering Education, Computer Oriented Programs, Educational Technology, Technology Uses in Education
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Roberts, Nicky; Spencer-Smith, Garth; Vänskä, Riitta; Eskelinen, Sanna – South African Journal of Education, 2015
This paper reports on the analysis of the voluntary uptake and use of the "Nokia Mobile Mathematics" service by 3,957 Grade 10 learners. It measures the effect of the service on the school Mathematics attainment of 1,950 of these learners over one academic year. The study reveals that 21% of Grade 10 Mathematics learners voluntarily and…
Descriptors: Foreign Countries, Telecommunications, Technology Uses in Education, Handheld Devices
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Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
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Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems
Long, Deanna – ProQuest LLC, 2014
The purpose of this study was to determine if the use of E-readers during guided reading instruction would affect students' reading motivation, attitude toward reading, and reading comprehension. The study utilized on a quasi-experimental mixed methods research design that involved 35 fifth grade students in two fifth grade reading classes. For 10…
Descriptors: Reading Motivation, Electronic Publishing, Educational Technology, Reading Attitudes
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Huang, Yueh-Min; Lin, Yen-Ting; Cheng, Shu-Chen – Computers & Education, 2010
This study developed a Mobile Plant Learning System (MPLS) that provides instructors with the ways and means to facilitate student learning in an elementary-school-level botany course. The MPLS represented in this study was implemented to address problems that arise with the use of a didactic approach to teaching and learning botany, as is…
Descriptors: Research Design, Test Results, Elementary Education, Program Effectiveness