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Eksail, Fuad Ali Ahmed – Turkish Online Journal of Educational Technology - TOJET, 2023
Many studies have been conducted to investigate the effect of using smartphones in the teaching and learning process. The purpose of the present study was to identify the factor structure and the psychometric properties of a smartphone questionnaire. The questionnaire was translated into Arabic and administered to 203 students at a university in…
Descriptors: College Students, Foreign Countries, Handheld Devices, Psychometrics
Matyokurehwa, Kanos; Rudhumbu, Norman; Mlambo, Chiedza P. – International Journal of Education and Development using Information and Communication Technology, 2020
The study sought to examine the intention to use smartphones technology as learning tools (mobile-learning) in universities in Botswana, with particular reference to a selected university. Preliminary investigations have shown that despite the high density of mobile phones in Botswana, very few of these devices seem to be used for learning…
Descriptors: Business Administration Education, Undergraduate Students, Telecommunications, Handheld Devices
Al-Samarraie, Hosam; Ahmad, Yusof – Journal of Educational Computing Research, 2016
User interface (UI) design patterns for mobile applications provide a solution to design problems and can improve the usage experience for users. However, there is a lack of research categorizing the uses of design patterns according to users' hand dominance in a learning-based mobile UI. We classified the main design patterns for mobile…
Descriptors: Handedness, Questionnaires, Multivariate Analysis, Profiles
Lammons, Elizabeth; Momata, Yuko; Mynard, Jo; Noguchi, Junko; Watkins, Satoko – Research-publishing.net, 2015
Paper-based tools such as self-evaluation activities, learning plans, reflective journals and learning logs are commonplace for managing Self-Directed Language Learning (SDLL). Such tools not only promote ownership over learning and provide a sense of achievement to learners, but they also promote reflection and raise awareness of learning…
Descriptors: Action Research, Independent Study, Second Language Learning, Learning Processes
Cao, Bingyi; Esponda-Argüero, Margarita; Rojas, Raúl – International Association for Development of the Information Society, 2016
In order to reduce the passivity of students and enhance their learning experience in large lectures, we developed a browser-based tool called Classroom Interacter to promote classroom interaction. It allows students to use their own mobile devices to participate in the learning process. The main features of Classroom Interacter include live…
Descriptors: Classroom Communication, Classroom Techniques, Learning Experience, Learning Processes
Cumaoglu, Gonca Kizilkaya – Journal of International Education Research, 2015
The purpose of this study is to examine teachers' beliefs concerning the effects on students using mobile devices, and to determine whether these beliefs vary according to the demographic characteristics and Internet usage purposes. For this purpose, a demographic information questionnaire and the scale developed by Diker Coskun & Kizilkaya…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Teacher Attitudes
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Ramamuruthy, Viji; Rao, Srinivasa – Malaysian Online Journal of Educational Technology, 2015
The rapid development of high-technology has caused new inventions of gadgets for all walks of life regardless age. In this rapidly advancing technology era many individuals possess hi-tech gadgets such as laptops, tablets, iPad, android phones and smart phones. Adult learners in higher learning institution especially are fond of using smart…
Descriptors: Classroom Environment, Handheld Devices, Independent Study, English (Second Language)
Wong, Lung-Hsiang; Hsu, Ching-Kun – Technology, Pedagogy and Education, 2016
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the "Chinese-PP" game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers' character…
Descriptors: Foreign Countries, Primary Education, Elementary School Students, Grade 3
Petrovic, Otto – International Association for Development of the Information Society, 2016
The research question in this paper is how a Field Learning Video Blog (FLvlog) has to be designed in order to optimize learning processes taking into account changed everyday communication habits of students. The system is designed to meet pedagogical as well as functional requirements for learning in fieldwork settings. The main difference to…
Descriptors: Learning Processes, Handheld Devices, Database Management Systems, Computer System Design
Ghilay, Yaron; Ghilay, Ruth – Journal of Education and Learning, 2015
In many institutions of higher education worldwide, faculty members manage lessons based on information transfer whereas their students become passive listeners. According to international research, passive learning has disadvantages mainly because students do not engage in the lesson. The study introduces a new model for higher education called…
Descriptors: Active Learning, Higher Education, Handheld Devices, Technology Uses in Education
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
Amer, Mahmoud – CALICO Journal, 2014
This study explored how four groups of language learners used a mobile software application developed by the researcher for learning idiomatic expressions and collocations. A total of 45 participants in the study used the application for a period of one week. Data for this study was collected from the application, a questionnaire, and follow-up…
Descriptors: Electronic Learning, Educational Technology, Computer Oriented Programs, Learning Processes
Ozata, Zeynep; Ozdama Keskin, Nilgun – Turkish Online Journal of Distance Education, 2014
The purpose of this study was to define and better understand business school students' opinions and preferences on the design of a mobile marketing education application. To accomplish this purpose an explanatory mixed methods study design was used and the data was collected sequentially. First, a questionnaire was conducted with 168 business…
Descriptors: Marketing, Business Administration Education, Electronic Learning, Handheld Devices
Gomez, Jorge E.; Huete, Juan F.; Hernandez, Velssy L. – IEEE Transactions on Learning Technologies, 2016
The dynamics of the world today demands a change in traditional education paradigms to enable the creation of more efficient learning environments, where students will learn more effectively and will play a more active role in their education. They should interact with the knowledge at anytime-anywhere. In order to tackle this problem we should…
Descriptors: Active Learning, Telecommunications, Handheld Devices, Intelligent Tutoring Systems
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