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Showing 1 to 15 of 42 results Save | Export
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Arista, Fitra Suci; Kuswanto, Heru – International Journal of Instruction, 2018
The research study concerned here was to: (1) produce a virtual physics laboratory application to be called ViPhyLab by using the Android smartphone as basis; (2) determine the appropriateness and quality of the virtual physics laboratory application that had been developed; and (3) describe the improvement in learning independence and conceptual…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Stiles, Jennifer; Louie, Jo – Education Development Center, Inc., 2016
Mobile tablets are becoming more prevalent in educational settings, but little is known about the impact of using technology-infused curricula in preschool classrooms. The research summarized in this brief suggests that well-designed tablet-based activities can indeed improve student learning outcomes at the preschool level. These positive…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Ally, Mohamed; Balaji, V.; Abdelbaki, Anwar; Cheng, Ricky – Journal of Learning for Development, 2017
A research project was carried out in using mobile learning to increase access to education. This project is contributing to the achievement of Goal 4 of the Sustainable Development Goals (SDGs), which is to "Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all". The mobile learning project…
Descriptors: Handheld Devices, Computer Uses in Education, Access to Education, Distance Education
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Hurschler Lichtsteiner, Sibylle; Wicki, Werner; Falmann, Péter – Reading and Writing: An Interdisciplinary Journal, 2018
As recent studies and theoretical assumptions suggest that the quality of texts composed by children and adolescents is affected by their transcription skills, this experimental field trial aims at investigating the impact of combined handwriting/spelling training on fluency, spelling and text quality among normally developing 3rd graders…
Descriptors: Grade 3, Elementary School Students, Handwriting, Spelling
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
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Chung, Chih-Chao; Dzan, Wei-Yuan; Cheng, Yuh-Ming; Lou, Shi-Jer – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study aims to explore the learning effects and attitudes of students in the course electric welding practice in a university of science and technology to which the push-pull technology-based mobile learning system is applied. In this study, the push-pull technology is adopted to establish a mobile learning system and develop the Push-pull…
Descriptors: Welding, Telecommunications, Handheld Devices, Educational Technology
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Sun, Koun-Tem; Wang, Chun-Huang; Liku, Ming-Chi – Comunicar: Media Education Research Journal, 2017
Although digital media literacy is recognized as providing the essential competencies required for living in a new media age, it has only just started to gain focus in Taiwan's elementary education. One of the reasons is examination-oriented education, which diverts scarce resources away from this informal learning. The other reason is that…
Descriptors: Technological Literacy, Elementary School Students, Grade 3, Exhibits
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Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices
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Beaver, Brittany N.; Reeve, Sharon A.; Reeve, Kenneth F.; DeBar, Ruth M. – Education and Training in Autism and Developmental Disabilities, 2017
The current study assessed whether four 15- to 17-year-old individuals diagnosed with autism would remain on-task for more intervals and complete tasks independently as a function of using self-reinforcement or teacher-delivered reinforcement. An adapted alternating-treatments design with teacher-delivered reinforcement, self-reinforcement, and a…
Descriptors: Adolescents, Autism, Handheld Devices, Telecommunications
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Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology
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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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Waddington, Hannah; van der Meer, Larah; Carnett, Amarie; Sigafoos, Jeff – Canadian Journal of School Psychology, 2017
Individuals with autism spectrum disorder (ASD) often have difficulty generalizing newly acquired communication skills to different contexts. In this study, a multiple baseline across settings (clinic, school, and home) design was used to determine whether an 8-year-old boy with ASD could learn to approach communication partners to request…
Descriptors: Autism, Pervasive Developmental Disorders, Communication Skills, Generalization
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Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
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Black, Shimrit K.; de Moor, Carl; Kendall, Ashley D.; Shrier, Lydia A. – Journal of Child & Adolescent Substance Abuse, 2014
This study examines the feasibility of recruiting and retaining adolescents and young adults with frequent cannabis use for a 2-week momentary sampling study of cannabis use. Participants responded to random signals on a handheld computer with reports of their use. Participants also initiated reports pre- and post-cannabis use. Participants had…
Descriptors: Marijuana, Adolescents, Young Adults, Recruitment
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