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Showing 1 to 15 of 65 results Save | Export
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Andrea Nolan; Deborah Moore – Early Childhood Education Journal, 2025
Young children engage with digital technologies from a very young age. Often this is considered detrimental to their social development as it is seen as a socially isolating experience. This paper presents the findings of an Australian Research Council funded research project that focused on what characterises infants and toddlers peer-to-peer…
Descriptors: Infants, Toddlers, Peer Relationship, Interaction
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Yen-Fen Lee; Pei-Ying Chen; Shu-Chen Cheng – Education and Information Technologies, 2024
Health education aims to change unhealthy behaviors and promote population health. However, limited teaching time and standardized materials pose challenges, prompting elementary school teachers to explore technology-enhanced teaching strategies. To cultivate proper health attitudes and behaviors among elementary school students, many researchers…
Descriptors: Health Education, Elementary School Students, Electronic Books, Program Effectiveness
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Stoo Sepp; Shirley Agostinho; Sharon Tindall-Ford; Fred Paas – Educational Psychology Review, 2024
Performing hand gestures such as pointing and tracing while learning is an area of increasing focus in educational research. Previous studies have demonstrated that learners who performed these gestures while engaging with static paper- or computer-based learning materials performed better on posttests in multiple learning areas, such as…
Descriptors: Nonverbal Communication, Imitation, Multimedia Instruction, Tablet Computers
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Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
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Annèl van Rooyen; Maryke Anneke Mihai – South African Journal of Education, 2024
Secondary school language teachers who participated in this study taught using tablets and MS Teams, which has its own associated challenges. In the study reported on here we explored ways in which the 13 digital learning competencies in the South African education context support teachers in addressing their teaching-related challenges. The…
Descriptors: Electronic Learning, Competence, Language Teachers, Tablet Computers
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Cassandra Potier Watkins; Stanislas Dehaene – Journal of Experimental Education, 2024
We report the effectiveness of using the tablet-game Kalulu Phonics immediately after intervention in kindergarten and on national evaluations the year after. In a previous intervention testing the software with 1st graders, fluency and comprehension were boosted, but only when used in concert with reading instruction at the start of the year.…
Descriptors: Tablet Computers, Handheld Devices, Educational Games, Kindergarten
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Hannah Elizabeth Kirk; Sally Richmond; Tori Gaunson; Meg Bennett; Alan Herschtal; Mark Bellgrove; Kim Cornish – Journal of Attention Disorders, 2024
Objective: Growing evidence suggests digital interventions may provide neurocognitive benefits for children with ADHD. This study aimed to investigate the efficacy of a digital attention intervention in children with ADHD. Method: In this double-blind randomized controlled trial 55 children with ADHD (5-9 years) were allocated to the intervention…
Descriptors: Attention Deficit Hyperactivity Disorder, Intervention, Attention, Young Children
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Candace Walkington; Mitchell J. Nathan; Julianna Washington; Jonathan Hunnicutt; Taylor Darwin; LeaAnne Daughrity; Kelsey Schenck – Education and Information Technologies, 2025
Augmented Reality (AR) technologies allow for holograms to be layered over the real-world, "augmenting" human vision by adding technical information or illustrations onto 3D space. Although AR-based applications are showing positive effects in many systematic reviews and meta-analyses, well-designed, rigorous studies with strong control…
Descriptors: High School Students, Geometry, Computer Simulation, Tablet Computers
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Janina Bistron; Angela Schwering – Journal of Geoscience Education, 2024
School curricula as well as scientific literature emphasize the need of understanding how children navigate with maps. To date, however, there is no empirically validated assessment tool for analyzing navigational map reading competencies that can be used in map-based navigation tasks in the real-world. This paper fills this gap by presenting…
Descriptors: Map Skills, Educational Games, Elementary School Students, Spatial Ability
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Estela A. Vallejo-Vargas; David A. Reid – International Journal of Science and Mathematics Education, 2024
This article presents a case study of two Grade 5 boys' argumentation concerning addition and subtraction of negative numbers while using an interactive tablet-based application simulating positive and negative tiles. We examine the properties of integers they conjectured, and the kinds of evidence and arguments they used to support their…
Descriptors: Grade 5, Persuasive Discourse, Addition, Subtraction
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Heather Griller Clark; Ally Hunter; Annee Grayson; Michael Krezmien; Sarup R. Mathur; Clayton Hall; Karen Sutter-Lorson – Journal of Correctional Education, 2024
Improving the transition and reentry success of youth involved in the juvenile justice system requires comprehensive career development that offers access and exposure to real-world careers, builds self-efficacy, and provides instruction in skills and competencies aligned with labor market needs. This paper describes a STEM (science, technology,…
Descriptors: Social Cognition, Careers, STEM Careers, Career Development
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Reem Muharib; Virginia Walker; Walker Dunn – Journal of Autism and Developmental Disorders, 2024
The purpose of this review was to assess the effectiveness of tablet-based speech-generating devices (SGDs) in improving communication skills for individuals with autism spectrum disorder (ASD). A total of 31 single-case design intervention studies involving 84 individuals with ASD were reviewed and included in the analysis. We calculated Tau-U to…
Descriptors: Program Effectiveness, Tablet Computers, Communication Skills, Intervention
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Brenna Griffen; Christine Holyfield; Elizabeth R. Lorah; Nicolette Caldwell – Augmentative and Alternative Communication, 2024
This study examined the effects of an intervention package using high-tech augmentative and alternative communication (AAC) with Naturalistic Instruction (NI), time delay, and prompting during social routines for preschoolers on the autism spectrum. The AAC was a communication application on a tablet programmed with color photo representations of…
Descriptors: Augmentative and Alternative Communication, Prompting, Preschool Children, Autism Spectrum Disorders
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Bimal Aklesh Kumar; Sailesh Saras Chand; Munil Shiva Goundar – International Journal of Information and Learning Technology, 2024
Purpose: Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.…
Descriptors: Usability, Electronic Learning, Computer Software, Computer Oriented Programs
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Ethan Roy; Mathieu Guillaume; Amandine Van Rinsveld; Project iLead Consortium; Bruce D. McCandliss – npj Science of Learning, 2025
Arithmetic fluency is regarded as a foundational math skill, typically measured as a single construct with pencil-and-paper-based timed assessments. We introduce a tablet-based assessment of single-digit fluency that captures individual trial response times across several embedded experimental contrasts of interest. A large (n = 824) cohort of…
Descriptors: Arithmetic, Mathematics Skills, Tablet Computers, Grade 3
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