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Maya Murad; KC Collins – Canadian Journal of Learning and Technology, 2024
Procrastination is a prevalent issue among university students and leads to long-term negative impacts on academic performance as well as mental health and quality of life. This paper investigated StudyTracker, a self-tracking digital application (app) that we developed for university students to use to track their study sessions. The app provided…
Descriptors: Computer Oriented Programs, Attention, Self Management, Data Collection
Ho, Yan Yin; Yeo, Eun-Young; Wijaya, Dhaniah Suhana Binte Mohammad – Journal of Continuing Higher Education, 2023
The increasing number of adult learners in higher education is a trend that has been observed in recent years. An impetus for this trend is the need for upskilling and re-skilling in order to stay relevant and employable in today's world of globalised knowledge. However, finding uninterrupted blocks of time to study in adult learners' busy…
Descriptors: Adult Students, Educational Technology, Undergraduate Students, Learning Activities
Semih Bursali – ProQuest LLC, 2022
Procrastination is a well-known phenomenon experienced by a lot of people in everyday life. People sometimes intentionally, sometimes unintentionally put off their tasks even though they might be worse off due to the delay (e.g., not paying bills due, even though they have sufficient funds in their bank account). It is safe to say everybody…
Descriptors: Attention Span, Data Use, Goal Orientation, Self Management
Francis, Grace L.; Duke, Jodi M.; Kliethermes, Andrew; Demetro, Kelsie; Graff, Heidi – TEACHING Exceptional Children, 2018
As more students with autism spectrum disorder (ASD) enroll in college after high school, the need for support becomes increasingly significant, particularly in the five key domains of academics, social interactions, independent living, executive functioning, and mental health. Apps can be used to offer low-cost, socially valid support to college…
Descriptors: Autism, Pervasive Developmental Disorders, Transitional Programs, Student Adjustment
Sibanyoni, Nhlanhla A.; Alexander, Patricia M. – International Association for Development of the Information Society, 2018
In theory, educational applications that are engaging and motivating should easily persuade learners to use a mobile device for studying. Since this technology is already familiar to learners, mobile learning should be easily accessible; given a suitable m-learning application, learners could practice mathematics anytime or anywhere. LevelUp is an…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Handheld Devices
Tomori, Kounosuke; Imai, Yuto; Nakama, Chiho; Ohno, Kanta; Sawada, Tatsunori; Levack, William W. M. M. – Journal of Occupational Therapy, Schools & Early Intervention, 2020
Introduction: This study aimed to develop a new tablet application named the Aid for Decision-making in Occupation Choice for School (ADOC-S). It aims to assist with conducting collaborative occupation-based goal-setting by sharing decision-making with a team member (child, parent, teacher, and occupational therapist) using a consultation model of…
Descriptors: Career Choice, Goal Orientation, Participative Decision Making, Teamwork
McIntyre, Timothy; Wegener, Margaret; McGrath, Dominic – Teaching & Learning Inquiry, 2018
We have developed and demonstrated the effectiveness of a set of online interactive learning modules to accompany physics courses at first- and second-year university levels. Students access the modules prior to attending lectures to familiarize themselves with content which is then discussed and reaffirmed in class. Student surveys and access…
Descriptors: Electronic Learning, Units of Study, Lecture Method, Physics
Setiana, Henry; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected…
Descriptors: Study Habits, Student Motivation, Educational Games, Handheld Devices
Thompson, Susan – Journal of Access Services, 2015
Libraries have become increasingly interested in studying the use of spaces within their buildings. Traditional methods for tracking library building use, such as gate counts, provide little information on what patrons do once they are in the library; therefore, new methods for studying space usage are being developed. Particularly promising are…
Descriptors: Libraries, Observation, Telecommunications, Handheld Devices
Ishikawa, Yasushige; Smith, Craig; Kondo, Mutsumi; Akano, Ichiro; Maher, Kate; Wada, Norihisa – International Journal of Mobile and Blended Learning, 2014
This paper reports on the use of an English-language reading practice application for an Android tablet computer with students who are not native speakers of English. The application materials for vocabulary learning in reading-passage contexts were created to include words from a database of low-frequency and technical noun-verb collocations…
Descriptors: English (Second Language), Reading Instruction, Computer Oriented Programs, Handheld Devices
Jesser, David L., Ed.,; Stutz, Rowan C., Ed. – 1966
In order to provide a wider variety of curriculum offerings and meet the individual needs of students, the Western States Small Schools Project (WSSP) realized it would be necessary to revise or alter drastically the existing organiztional structure of educational programs. Modular scheduling has become the most popular method of meeting this…
Descriptors: Administrator Role, Computer Oriented Programs, Consultants, Faculty
Entwistle, Noel; And Others – 1987
The development of a principled microcomputer-based adventure game that simulates the experience of higher education for prospective students in British schools is discussed. Playing the game is intended to provide prospective students a "realistic role preview." Consideration is given to an earlier board game and research on student…
Descriptors: College Bound Students, College Environment, Computer Oriented Programs, Educational Games
Brown, William F.; Forristall, Dorothy Z. – 1983
The Computer-Assisted Study Skills Improvement Program (CASSIP) is designed to help students develop effective study skills and academic attitudes, thus increasing their potential for scholastic success. The program contains four integrated items: Study Skills Surveys; Study Skills Modules, Study Skills Notebook; and Study Skills Test. The surveys…
Descriptors: Academic Achievement, College Students, Computer Assisted Instruction, Computer Oriented Programs
Open Univ., Walton, Bletchley, Bucks (England). – 1975
This guide to studying at the Open University concerns the problems of independent learning for the adult student. Working effectively as a student requires clear and realistic goals, support from close contacts at home and work, a business-like approach, and a desire to learn. Study techniques covered are when and where to study, how to read…
Descriptors: Adult Students, Assignments, Computer Oriented Programs, Correspondence Study
Billing, David, Ed. – 1978
Papers presented at the Society for Research into Higher Education's conference on course design and student learning dealt with the following overall topics: the needs of special groups of students; student involvement; study skills and learning methods; course design; and employment, adaptation, and socialization. Among the papers presented were…
Descriptors: Adult Students, College Admission, College Curriculum, Computer Oriented Programs