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Showing 1 to 15 of 21 results Save | Export
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Bartholomew, Scott R.; Reeve, Ed; Veon, Raymond; Goodridge, Wade; Lee, Victor; Nadelson, Louis – Journal of Technology Education, 2017
Today's students are growing up in a world of constant connectivity, instant information, and ever-changing technological advancements. The increasingly ubiquitous nature of mobile devices among K-12 students has led many to argue for and against the inclusion of these devices in K-12 classrooms. Arguments in favor cite instant access to…
Descriptors: Access to Computers, Handheld Devices, Independent Study, Academic Achievement
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Chiu, Thomas K. F.; Churchill, Daniel – Interactive Learning Environments, 2016
Beliefs, attitudes and anxiety levels of schoolteachers are important factors influencing the acceptance, adoption and integration of mobile devices in teaching. To understand how to sustain device use, we need to understand what influences teachers and how such factors can change. We adopted a quasi-experimental design using pre- and…
Descriptors: Technology Integration, Adoption (Ideas), Handheld Devices, Beliefs
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Fokides, Emmanuel; Mastrokoukou, Aikaterini – Contemporary Educational Technology, 2018
The paper presents the results from a study which examined whether tablets together with a mobile application with augmented reality features can help students to better understand the functions of the respiratory and the circulatory system. The target group was 75 sixth-grade primary school students, divided into three groups. The first group was…
Descriptors: Anatomy, Human Body, Elementary School Students, Teaching Methods
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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Mills, Michael S. – Contemporary Educational Technology, 2016
The purpose of this article is to add to the collective body of research regarding the use of digital books (or eTexts) and their preference by students in higher education. Although there have been many studies in this area, the findings are not necessarily consistent. One reason for this inconsistency is the rapid evolution of e-reading…
Descriptors: Electronic Publishing, College Students, Interaction, Preservice Teacher Education
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Kim, Shin-Jeong; Cho, Haeryun – Journal of School Nursing, 2017
This study examined the effect of an intervention on coping knowledge among fifth- and sixth-grade elementary schoolchildren who received smartphone-delivered emergency preparedness education. This was a quasi-experimental study using a pre-/posttest design. Eighty-six children were recruited to participate. The children in the experimental group…
Descriptors: Foreign Countries, Handheld Devices, Emergency Programs, Safety Education
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Cheng, Ping-Han; Yang, Ya-Ting Carolyn; Chang, Shih-Hui Gilbert; Kuo, Fan-Ray Revon – IEEE Transactions on Education, 2016
In recent years, many universities have opened courses to increase students' knowledge in the field of nanotechnology. These have been shown to increase students' knowledge of nanotechnology, but beyond this, advanced and applied nanotechnology courses should also focus on learning motivation and scientific enquiry abilities to equip students to…
Descriptors: Learning Motivation, Scientific Methodology, Handheld Devices, Electronic Learning
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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
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Sarhandi, Pir Suhail Ahmed; Bajnaid, Ayman; Elyas, Tariq – English Language Teaching, 2017
Teachers all over the world strive to keep their students engaged, and research has shown that task engagement can be elevated by utilising technology to complete classroom activities. Reasons suggested for this is that technology's alignment with students' interests, as well as the stimulatingly transformative effect that technology can have on…
Descriptors: Learning Activities, Handheld Devices, Technology Uses in Education, English (Second Language)
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Khoo, Yin Yin; Malim, Tanjung; Fitzgerald, Robert – International Journal of Mobile and Blended Learning, 2017
This study examines the impact of using cartoons shared through mobile devices to promote awareness and to aid in the development of financial literacy among Economics students in Malaysia. The study also investigates the use of these "mobile cartoons" to develop students' communication skills. The study involved a quasi-experimental…
Descriptors: Foreign Countries, Cartoons, Telecommunications, Handheld Devices
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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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Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
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Sun, Jerry Chih-Yuan; Lee, Kuan-Hsien – Educational Technology & Society, 2016
The purpose of this study is to evaluate the feasibility of the integration of concept maps and tablet PCs in anti-phishing education for enhancing students' learning motivation and achievement. The subjects were 155 students from grades 8 and 9. They were divided into an experimental group (77 students) and a control group (78 students). To begin…
Descriptors: Learning Motivation, Teaching Methods, Concept Mapping, Handheld Devices
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Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Tzu-Yu – IEEE Transactions on Learning Technologies, 2017
For this study, we designed learning activities in which students applied newly acquired knowledge to solve meaningful daily life problems in their local community--a real, familiar, and relevant environment for students. For example, students learned about signs and rules in class and then applied this new knowledge to create their own rules for…
Descriptors: English (Second Language), Second Language Learning, Junior High School Students, Dictionaries
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Sackstein, Suzanne; Spark, Linda; Jenkins, Amy – South African Journal of Education, 2015
Recently, electronic books (e-books) have become prevalent amongst the general population, as well as students, owing to their advantages over traditional books. In South Africa, a number of schools have integrated tablets into the classroom with the promise of replacing traditional books. In order to realise the potential of e-books and their…
Descriptors: Electronic Publishing, Educational Technology, Technology Uses in Education, Foreign Countries
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