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Maslin Masrom; Abdelsalam Busalim; Mark D. Griffiths; Shahla Asadi; Raihana Mohd Ali – Interactive Learning Environments, 2024
The use of Instagram is becoming increasingly popular among students. Excessive Instagram use (EIU) has become a growing problem that can impact students' lives psychosocially. This study applied uses and gratifications theory (UGT) to explore the impact of social gratification, content gratification, and entertainment along with social presence,…
Descriptors: Social Media, Delay of Gratification, Social Influences, Interpersonal Relationship
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Hsu, Ting-Chia – Interactive Learning Environments, 2022
In this study, we used the application software installed on students' smart phones as instantly interactive tools during class time in a flipped learning context. One popular daily-life instant interaction application, "Line", provided the students with text or multimedia feedback in time sequence; one non-daily instant interaction…
Descriptors: Social Media, Feedback (Response), Flipped Classroom, Behavioral Science Research
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Shen, Jie – Interactive Learning Environments, 2022
WeChat is one of the most popular social media mobile apps in China. WeChat was introduced to the course of Introduction to Human Health and Disease, as an instant interactive platform to enhance students' learning. Over a period of two years, a WeChat official account (OA) was set up and 157 push notifications were sent per semester. The push…
Descriptors: Social Media, Active Learning, Medical Education, Foreign Countries
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Federica Agnese; Zakirah Othman; Anni Mitin; Wan Ahmad Jaafar Wan Yahaya – Interactive Learning Environments, 2024
This paper aims to assess the use of WhatsApp Group for participatory monitoring in a System of Rice Intensification -- Farmer Field School (SRI-FFS) program involving the rice farming community in the rural Bidayuh village of Tebaro in Sarawak, Malaysia. Descriptive analysis was performed on a 182-day WhatsApp Group chat taking place from 17…
Descriptors: Field Instruction, Agricultural Education, Handheld Devices, Telecommunications
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Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
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Yujie Zhou; Liping Deng – Interactive Learning Environments, 2023
With the ubiquitous presence of media devices, media multitasking has become prevalent in an educational context. Several authors have synthesized the literature on this topic, but no systematic review has been carried out so far. The present study fills this gap by examining the academic papers in the past decade to delineate the research trends,…
Descriptors: Handheld Devices, Time Management, Technology Uses in Education, Mass Media Use
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Xue, Sijia – Interactive Learning Environments, 2022
Due to a range of different affordances, mobile technologies can be used pedagogically for language teaching and learning. However, the connection of technology to education needs to be grounded in theoretical frameworks and methodological principles. Task-based language teaching (TBLT), as an optimal approach to language teaching and learning,…
Descriptors: Teaching Methods, Technology Integration, Telecommunications, Handheld Devices
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Pimmer, Christoph – Interactive Learning Environments, 2016
This paper examines digital and mobile learning that goes beyond bounded communities and closed domains. While recent work from the field of mobile learning has emphasized the importance of learning across "contexts," little analytical attention has been paid to the underlying dynamics of this phenomenon. To illuminate this, the four…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Huang, T. K. – Interactive Learning Environments, 2018
The study makes use of the photo-hosting site, namely Flickr, for students to upload screenshots to demonstrate computer software problems and troubleshooting software. By creating non-text stickers and text-based annotations above the screenshots, students are able to help one another to diagnose and solve problems with greater certainty. In…
Descriptors: Educational Technology, Technology Uses in Education, Resistance (Psychology), Technology Integration