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Ibrahima Coulibaly; Jebaraj Asirvatham – Journal of Education and Learning, 2025
Many schools worldwide have implemented or plan to use tablets as an educational tool to enhance students' academic achievement. Going beyond correlations and associations, this study investigates the impact of eBook tablets on students' grade point averages (GPAs) using matching methods. Using survey data from two major universities in the…
Descriptors: Academic Achievement, Grade Point Average, Electronic Books, Tablet Computers
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Ahmed Alsayer – International Journal of Web-Based Learning and Teaching Technologies, 2025
The current research sought to identify important student achievement predictors from past literature, then use a publicly available dataset to assess the statistical contribution of technology factors above and beyond previously established effects. Using TIMSS data from Saudi Arabia, with data from 5,453 students in fourth grade mathematics and…
Descriptors: Grade 4, Elementary School Students, Foreign Countries, Mathematics Achievement
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Ueli Thomas Studhalter; Priska Jossen; Marco Seeli; Annette Tettenborn – Early Childhood Education Journal, 2025
Engaging in vivid conversations is crucial for the social and cognitive development of young children and for building their understanding of science phenomena. In this regard, educators play a pivotal role in shaping interactions with learners by providing adequate scaffolds to promote sustained shared thinking. Tablet computers are considered to…
Descriptors: Foreign Countries, Preschool Teachers, Kindergarten, Early Childhood Education
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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior