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Bahcali, Turgut; Ozen, Arzu – Education and Training in Autism and Developmental Disabilities, 2019
This study's aim was to investigate the effectiveness of video modeling presented with tablet PC on teaching job interview skills to individuals who have developmental disabilities. Participants of the study were two men and a woman whose ages were 21-24 and whose diagnosis was developmental disability. The research was carried out with multiple…
Descriptors: Video Technology, Modeling (Psychology), Handheld Devices, Educational Technology
Lin, Yen-Nan; Hsia, Lu-Ho – Educational Technology & Society, 2019
Billiards is a sport that not only requires numerous skills, but also emphasizes the strategies of planning the path of the contact and shot. Traditional billiards training mainly focuses on skills practicing, while the strategies for facing different kinds of challenges in billiards competitions are usually ignored. Therefore, referring to social…
Descriptors: Games, Training, Skill Development, Telecommunications
Alioon, Yasaman; Delialioglu, Ömer – British Journal of Educational Technology, 2019
Authentic collaborative m-learning activities were designed, developed and implemented for a computer networking course. The effect of the activities on student engagement and motivation were analyzed using a mixed method research design. Moreover, the effect of the iterative design of the content and instructional process of authentic m-learning…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Cerrone, Michelle; Lees, Kristin; Pasnik, Shelley – Education Development Center, Inc., 2019
This report presents findings from a yearlong investigation of the Apple and ConnectED initiative in 10 preschool classrooms. The goal of this work was to document and describe technology integration in the context of well-supported, child-centered early learning settings. By working with a small set of exemplary preschool programs, we present a…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Preschool Education
Birch, Heather J. S.; Brett, Clare – International Association for Development of the Information Society, 2019
This paper describes the use of an Android app, PracticeCactus, to support independent piano practice in the context of one music teacher's private studio through a feature known as "Daily Practice Goal" (DPG) notifications. DPG notifications are positioned here as a type of alternative to a traditional leaderboard within a gamified…
Descriptors: Telecommunications, Handheld Devices, Music Education, Educational Technology
Ryan Wennerlind; Joshua N. Baker; Stephanie M. Devine; Mona Nasir-Tucktuck – Journal of Inclusive Postsecondary Education, 2019
The purpose of this study was to examine the use of smart technology (i.e., Apple iPhone and Fitbit Smartwatch) on time management skill acquisition of students with intellectual/developmental disabilities who attend college. A single-subject multiple probe design was used to examine the use of the Model-Lead-Test strategy on three student's…
Descriptors: Educational Technology, Technology Uses in Education, Time Management, College Students
Al-Ahdal, Arif Ahmed Mohammed Hassan; Alharbi, Mohammed Abdullah – SAGE Open, 2021
Vocabulary, as important as it is, is largely relegated to the domain of memorization in the English as a foreign language (EFL) situations in the Kingdom of Saudi Arabia (KSA). Assessment and achievement tests have proven time and again that this strategy is not doing any good for the learners' proficiency. This study was conceived to suggest…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Dennis, Lindsay R.; Whalon, Kelly J. – Remedial and Special Education, 2021
A repeated acquisition (RA) design was used to compare the effectiveness of research-based instruction embedded in repeated storybook reading facilitated by an adult or tablet application (app) on the vocabulary knowledge of six preschool children. All participants selected scored below the 40th percentile on the "Preschool Language…
Descriptors: At Risk Students, Preschool Education, Preschool Children, Program Effectiveness
Wildan, Ardan; Cheong, Brandon Huey-Ping; Xiao, Kevin; Liew, Oi Wah; Ng, Tuck Wah – Journal of Biological Education, 2020
The provision of hands-on wet lab training for students to perform micro-organism proliferation experiments is useful for experiential skills development. However, the risk of laboratory-acquired infections arising from inadvertent ingestion, inhalation or skin penetration of these micro-organisms presents a safety concern. To obviate this risk,…
Descriptors: Science Instruction, Hands on Science, Biology, Computer Simulation
Winskell, K.; Sabben, G.; Akelo, V.; Ondeng'e, K.; Odero, I.; Mudhune, V. – Health Education Research, 2020
Electronic games delivered via smartphones have the potential to become valuable tools in HIV prevention in high-prevalence and low-resource international settings. To ground theoretical elaboration around novel mHealth interventions in contextual realities, it is important to understand the mechanisms of their effects as perceived by local…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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
Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
Juniardi, Yudi; Herlina, Lina; Lubis, Arif Husein; Irmawanty; Pahamzah, John – International Journal of Instruction, 2020
This study aims to compare the effectiveness of computer- and mobile-assisted learning on the EFL students' speaking skills development. This research was conducted at one state junior high school in Banten Province, and the numbers of students were thirty students. This research focused on improving students' speaking skill by using Macromedia…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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
Sara S. Alsubaie; Abbad M. Alabbad – English Language Teaching, 2020
Recent studies on language acquisition and motivation have targeted Japanese language learners in a formal educational context, with less attention paid to learners who study Japanese informally. The current study aims to investigate the impact of Japanese animations in the context of informal third language acquisition. It targets the native…
Descriptors: Semitic Languages, Japanese, Multilingualism, Animation

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