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Showing 91 to 105 of 161 results Save | Export
Freddy Suarez – ProQuest LLC, 2021
The advancement in technology in various sectors has contributed to significant changes aimed at obtaining positive outcomes. One of the most advancements that have been witnessed in different sectors is the application of technological devices such as smartphones, tablets, iPods, computers, among many others. The use of these technological…
Descriptors: Tablet Computers, Mathematics Education, Mathematics Instruction, Remedial Mathematics
Williamson, Joanna – Cambridge University Press & Assessment, 2023
The Cambridge Digital Mocks Service offers on-screen assessments created by transferring paper-based (PB) exams into a digital test platform. This feasibility project considered the validity of extending the Digital Mocks Service to maths and science qualifications, thinking about (1) the outcomes that are likely when maths and science items are…
Descriptors: Feasibility Studies, Mathematics Tests, Science Tests, Computer Assisted Testing
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Yeong, Adeline M. Y.; Dutt, Anuradha S.; Yong, Yvonne H. L.; Nair, Rahul – Journal of Special Education Technology, 2023
In the current study, three adolescents with autism spectrum disorder and moderate intellectual disability were first taught to independently use an iPad to access instructional material (i.e., video models) via electronic books or eBooks. After iPad training, participants were required to apply their newly acquired skills to independently operate…
Descriptors: Educational Technology, Technology Uses in Education, Tablet Computers, Electronic Books
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Anne-Marie Cederqvist – Journal of Technology and Teacher Education, 2023
The aim of this paper is to review empirical research on ways to use Augmented Reality (AR) as a pedagogical tool in science teacher education and to identify possibilities and limitations. A literature search was conducted based on published articles in peer-reviewed journals between 2010 and 2023. Eighty-two research articles were screened at…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Science Teachers
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Veraksa, Aleksander; Sukhikh, Vera; Veresov, Nikolay; Almazova, Olga – International Journal of Early Years Education, 2022
In this study we aimed to compare the contribution of each play type to the development of different EFs components: shifting, working memory (visuospatial and auditory) and inhibition (two aspects of cognitive inhibition and physical inhibition). Following a preliminary examination of EFs was the intervention, which consisted of 14 play sessions…
Descriptors: Play, Child Behavior, Executive Function, Short Term Memory
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Sage, Kara; Jackson, Sophia; Mauer, Larissa; Stockdale, Kayden – Educational Media International, 2022
Students frequently recruit digital devices to aid their academics. Past research has often focused on computers, with growing research on more mobile devices like tablets. Despite owning smartphones at high rates, little research has focused on college students' use of smartphones for academics. In the present study, students were randomly…
Descriptors: Computer Uses in Education, Laptop Computers, Tablet Computers, College Students
Holly D. Budge – ProQuest LLC, 2022
The problem addressed in this study was that despite access to mobile technologies such as iPads, these tools are underutilized in today's special education classrooms. This problem impacts K-12 special education students and their teachers. The purpose of this qualitative case study was to examine the perceptions of K-12 special education…
Descriptors: Tablet Computers, Educational Technology, Special Education, Students with Disabilities
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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
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Allyson Pitzel; Sara Sanders; Kristine Jolivette; Olivia R. Hester; Aimee J. Hackney – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of choice-making and intensified self-statement instruction on persuasive writing performance using an iPad after receiving instruction in self-regulated strategy development through a reversal design with a student with autism and comorbid mental health diagnoses in a residential treatment…
Descriptors: Autism Spectrum Disorders, Comorbidity, High School Students, Residential Institutions
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Thuthukile Jita; Alice Dhliwayo – Contemporary Educational Technology, 2024
The role of higher education in improving educational practices and access through research in technology innovations across the wider spectrum of schooling has especially increased in the information driven 21st century lifestyle. Pre-service teacher training plays a significant role in this transformation. For South Africa, research in…
Descriptors: Technological Advancement, Teacher Educators, Technology Uses in Education, Tablet Computers
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Aspiranti, Kathleen B.; Hilton-Prillhart, Angela; Dula, Mark E.; Ebner, Sara – Education and Training in Autism and Developmental Disabilities, 2023
Automaticity, defined as accurate and effortless word recognition, impacts a student's ability to read fluently. Although there is evidence that teaching students to read sight words in isolation can increase automaticity, few studies have examined the effects of interventions designed to teach students to read sight phrases. In this study, a…
Descriptors: Reading Skills, Reading Instruction, Grade 2, Elementary School Students
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Zhang, Zhuo; Wu, Lihanjing; Yu, Haoxue; Li, Hui – Education and Information Technologies, 2023
Cartoon images have been widely applied in children's educational media. The study examined the effect of cartoon images in touchscreen media on young children's recognition of time. With a 2 (clock type: cartoon clock, non-cartoon clock) × 2 (media type: touchscreen, video) between-subjects design, ninety-two children aged 4-6 were randomly…
Descriptors: Cartoons, Imagery, Computer Uses in Education, Electronic Learning
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Loh, Chin Ee; Sun, Baoqi; Lim, Fei Victor – Learning, Media and Technology, 2023
With increased access to technologies for reading, more understanding is needed about how adolescents engage with print and digital reading across school and out-of-school contexts. In this study, mobile ethnography was used to document the everyday print and digital reading practices of adolescent girls from one all-girls' school. They responded…
Descriptors: Ethnography, Adolescents, Females, Printed Materials
Project Tomorrow, 2025
Project Tomorrow's Speak Up® Research reports have advocated for a broader definition of the digital divide to include access challenges at home and the obstacles K-12 students face in gaining access to high quality digital tools and resources to support classroom learning. Project Tomorrow, in collaboration with Spectrum Business, is creating a…
Descriptors: Access to Computers, Disadvantaged, Elementary Secondary Education, Access to Internet
Hrishikesh V. Rao – ProQuest LLC, 2024
Tactile graphics convert visual information into touchable patterns and braille, providing an essential solution for accessible graphics for individuals with visual impairments. Pioneering research advocates for the potential of audio-augmented tactile graphics, which convey complex information through auditory and tactile modalities rather than…
Descriptors: Tactile Adaptation, Braille, Auditory Perception, Tactual Perception
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