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James Castle – International Journal of Designs for Learning, 2024
This design case details a seven-year iterative design process to create an app for use in online physical education classes. Each iteration addresses the shortcomings of the previous version. The most recent iteration of the app allows students to use Fitbit™ devices to record heart rate data, which each student sees as progress toward course…
Descriptors: Physical Education, Online Systems, Electronic Learning, Computer Oriented Programs
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Lockias Chitanana – Education and Information Technologies, 2024
This study investigated how lecturers and university students used WhatsApp as an academic tool. The study employed an ANT methodological and analytical framework to investigate WhatsApp as an academic tool in a university set-up in post COVID-19 era. Participants were selected from one state university. The snowball purposive sampling approach…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, College Faculty
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Amy Brown – Journal of General Music Education, 2024
Pre-pandemic, technology integration into music lessons was helpful but not a necessity for effectively teaching elementary music. Those who believed technology integration was important for student engagement, as well as those comfortable with their technological skills, were experimenting with tools on an interactive board or through a website…
Descriptors: Music Education, Technology Integration, Technology Uses in Education, Learner Engagement
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Ghislain Nono Gueye; Jonathan R. Peterson – Journal of Economic Education, 2024
The authors present a Web application they designed in the R programming language as an experiential learning tool for teaching production theory. The app simulates production decisions where a manager is tasked to find the optimal mixture of inputs through experimentation. Users of the application are instructed to use calculations and intuitions…
Descriptors: Economics Education, Teaching Methods, Computer Oriented Programs, Programming Languages
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Dharmasari Padma; Hendrikus Male; Lamhot Naibaho – Journal of English Teaching, 2025
This study investigated students' perceptions of English reading practice using the LINE Webtoon application. The study employed a quantitative survey research design, involving 65 students of the English Language Education Study Program of Universitas Kristen Indonesia Jakarta. Data were collected in June 2023 using an online questionnaire via…
Descriptors: Student Attitudes, Reading Attitudes, Second Language Learning, English (Second Language)
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Fei V. Lim; Weimin Toh – Teaching English with Technology, 2024
This article reports on a systematic review of research studies published from 2010 to 2021 on the use of apps for learning in the secondary English as a Second Language (ESL) classroom. We extracted relevant information such as the studies' country/region, research design, sample size, students' age, apps' names to conduct a thematic analysis to…
Descriptors: Literature Reviews, Educational Technology, Handheld Devices, Computer Oriented Programs
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Thang Van Le; Tu Thi Cam Tran; Hung Thanh Nguyen; Tuan Van Nguyen; Chinh Danh Cao – Journal of Education and e-Learning Research, 2024
This study explores the practical application of online applications in innovating the organization of teaching activities within public schools in Hue City, Vietnam. The research investigates the nuanced dynamics of execution and efficiency in using online applications across various teaching categories. The study employs a systematic approach to…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Teaching Methods
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Nilay Muslu; Marcelle A. Siegel – Journal of Science Education and Technology, 2024
Assessment feedback is an essential way to promote student learning. Students and teachers may benefit from educational technologies during the feedback process. The purpose of this study was to identify the feedback dimensions that were fulfilled by iPad applications (apps) and to compare teacher practice to the affordances of apps. Typological…
Descriptors: Feedback (Response), Teaching Methods, Tablet Computers, Computer Oriented Programs
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Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
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Xiaojiao Chen; Zhebing Hu; Chengliang Wang – Education and Information Technologies, 2024
As an exemplary representative of AIGC products, ChatGPT has ushered in new possibilities for the field of education. Leveraging its robust text generation and comprehension capabilities, it has had a revolutionary impact on pedagogy, learning experiences, personalized education and other aspects. However, to date, there has been no comprehensive…
Descriptors: Literature Reviews, Artificial Intelligence, Futures (of Society), Trend Analysis
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Zhi Quan; Lynn Grant; Darryl Hocking – Computer Assisted Language Learning, 2024
As a corpus-assisted method for language pedagogy, DDL (data-driven learning) may have the potential to enhance language exposure and promote active learner engagement. Concordancing, or KWIC (Key Words in Context), has been the traditional method used in DDL to retrieve numerous language examples, while the method has limitations with…
Descriptors: Language Patterns, Language Usage, Second Language Learning, English (Second Language)
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Zahra Sadat Manzari; Hassan Vossoughinia; Behzad Nedaei; Hossein Rafiei; Mohamad Hossein Mafi – Health Education Research, 2024
The use of the best teaching method to promote self-care in patients with inflammatory bowel disease (IBD) has not been well defined. Therefore, the current study was conducted to compare the effect of self-care education by two methods of teach-back and a smartphone application. The current clinical trial with a pre- and post-test design was…
Descriptors: Self Efficacy, Diseases, Patients, Self Management
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Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists
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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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