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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
Lindell, Tiina Leino – Education and Information Technologies, 2020
It has been emphasized that students and teachers have dissimilar ideas about how mobile phone use could be utilized and limited. Moreover, these differences have been identified as a crucial problem that has caused conflicts in education. In order to resolve the problem, research has stressed that it is very important to increase teachers'…
Descriptors: Pilot Projects, Teacher Attitudes, Teaching Methods, Telecommunications
Okai-Ugbaje, Safiya – Higher Education Research and Development, 2021
Using mobile devices to facilitate teaching and learning (m-learning) in higher education has continued to gain momentum. To ensure meaningful m-learning, several models and frameworks, including those focused on pedagogies and the learning environment, have been developed. However, the majority of these are derived from the context of high-income…
Descriptors: Teaching Methods, Telecommunications, Handheld Devices, Higher Education
Oliveira, David Manuel Duarte; Pedro, Luís; Santos, Carlos – Smart Learning Environments, 2021
This paper was developed within the scope of a PhD thesis that intends to characterize the use of mobile applications by the students of the University of Aveiro during class time. The main purpose of this paper is to present the results of an initial pilot study that aimed to fine-tune data collection methods in order to gather data that…
Descriptors: Telecommunications, Higher Education, Pilot Projects, Handheld Devices
Logan, Tracy; Larkin, Kevin – Mathematics Education Research Group of Australasia, 2019
The Experience, Represent, Apply (ERA) heuristic is an innovation of the Early Learning STEM Australia (ELSA) project. It provided educators with an approach that embeds digital technologies in play-based learning in such a way that the focus of the learning remains on the child and not on the device. This paper reports on the experiences of early…
Descriptors: Heuristics, Pilot Projects, STEM Education, Early Childhood Education
Lin, Vivien; Liu, Gi-Zen; Chen, Nian-Shing – Computer Assisted Language Learning, 2022
The use of technology such as online software has been examined in English as a foreign language (EFL) writing contexts. However, few studies have incorporated context-aware ubiquitous technology into EFL writing instruction. To develop multimodal and digital literacy of target EFL undergraduates in this pilot project, the researchers designed and…
Descriptors: Writing Instruction, Teaching Methods, Schemata (Cognition), Second Language Learning
Arora, Bani; Arora, Naman – Canadian Journal of Learning and Technology, 2021
This research study is a technology-enhanced flipped learning pilot to observe the students' engagement and learning in a self-regulated class through their individual feedback. Flipped learning was applied to a segment of the Study Skills course for more than two weeks to 129 students in the foundation year of a Teachers' College in Bahrain.…
Descriptors: Flipped Classroom, Integrated Learning Systems, Foreign Countries, Teacher Education Programs
Han, Yiting – Language Learning & Technology, 2019
Culture, as the fifth language skill, enables learners to develop into multilingually and multiculturally aware global citizens. The traditional Chinese architecture is as old as Chinese civilization. The wisdom, stories, and cultural elements behind traditional Chinese construction is a valued aspect of Chinese culture. This article introduces a…
Descriptors: Cultural Awareness, Multimedia Materials, Advanced Students, Second Language Learning
McLain, Terrill Reid – Teaching English with Technology, 2019
Today's students -- a generation electronically connected since birth -- are trying new innovative technology before they reach university. Integrating technology tools in classes has never been more accessible. Research supports using social media in the classroom to boost student engagement and is a good idea for many different subjects…
Descriptors: Social Media, Teaching Methods, Technology Integration, Learner Engagement
Maich, Kimberly; Hall, Carmen L.; van Rhijn, Tricia Marie; Henning, Megan – Exceptionality Education International, 2017
This multi-methods, descriptive case study examines attitudes and practices of classroom-based iPad use. The site is one inner-city, urban, publicly funded school, focused on two iPad-infused classrooms (Grade 2/3 and Grade 4/5). Data were collected from 5 educators and 35 students to investigate two research questions: How are iPads being…
Descriptors: Educational Technology, Handheld Devices, Case Studies, Pilot Projects
Woods, Terri L.; Reed, Sarah; Hsi, Sherry; Woods, John A.; Woods, Michael R. – Journal of Geoscience Education, 2016
Spatial thinking is often challenging for introductory geology students. A pilot study using the Augmented Reality sandbox (AR sandbox) suggests it can be a powerful tool for bridging the gap between two-dimensional (2D) representations and real landscapes, as well as enhancing the spatial thinking and modeling abilities of students. The AR…
Descriptors: Undergraduate Students, Computer Simulation, Pilot Projects, Teaching Methods
Hughes, Joan E.; Boklage, Audrey; Ok, Min Wook – Journal of School Leadership, 2016
This research examined how technology leadership functioned in the first year of a tablet computer (iPad) learning innovation in one U.S. high school and its district. This article presents a descriptive case study of leader interactions that contributed to setting direction, providing professional learning, and making the organization…
Descriptors: High School Students, Teaching Methods, Handheld Devices, Case Studies
Roy, Anupama; Sharples, Mike – International Journal of Mobile and Blended Learning, 2015
This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based…
Descriptors: Foreign Countries, Pilot Projects, Peer Teaching, Educational Games
Engel, George; Green, Tim – TechTrends: Linking Research and Practice to Improve Learning, 2011
Over the last decade there has been a rapid diffusion of cellular technology. Though cell phone use began as a business tool, it has now become part of popular culture. Because of the near ubiquitous presence of cell phone technology among teens in the United States, schools are beginning to explore the use of cell phones as a learning tool. This…
Descriptors: Pilot Projects, Telecommunications, Calculus, Handheld Devices
Martínez, Emilio G.; Tuesca, Rafael – Anatomical Sciences Education, 2014
As part of an institutional program sponsored by the Centre for Teaching Excellence at the Universidad del Norte, Barranquilla, Colombia, we developed an educational research study on two sessions of human anatomy in which we combined team-based learning (TBL) and the use of iPads. Study data included the TBL, assessments applied during the…
Descriptors: Foreign Countries, Educational Research, Anatomy, Pilot Projects