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Showing 1 to 15 of 24 results Save | Export
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Frank Niklas; Efsun Birtwistle; Anna Mues; Astrid Wirth – Child Development, 2025
The usage of high-quality learning applications (apps) at home may increase children's mathematical and literacy competencies. This approach was tested in a family intervention study. Intervention families (n = 302) in two German cohorts (N = 500; M (SD)[subscript age] = 61.0 (4.6) months; n[female gender symbol] = 302) received tablets with newly…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Tablet Computers
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Youssef Tazouti; Aude Thomas; Lara Hoareau; Annette Jarlégan; Blandine Hubert; Christophe Luxembourger – European Journal of Psychology of Education, 2024
Educational apps can help children develop their early numeracy skills, but only if they incorporate certain pedagogical features. AppLINOU is an early numeracy app that was co-designed by a multidisciplinary team to be compatible with the way numeracy is taught in France's preschools. This study of whether incorporating AppLINOU into classroom…
Descriptors: Technology Uses in Education, Numeracy, Mathematics Skills, Teaching Methods
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Isrokatun, I.; Hanifah, Nurdinah; Abdul, Yusuf R.; Rosmiati, Rosi; Khoerunnisah, Ririn – Pegem Journal of Education and Instruction, 2023
Today's increasingly rapid technological developments do not only appear in the field of communication but are also needed in education. In the education field, it is expected to instill students with adequate knowledge and critical thinking skills, which are needed for their future. Practicing critical thinking skills can be done with mobile…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Critical Thinking
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Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
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Misquitta, Radhika; Ghosh, Aditi – International Journal of Disability, Development and Education, 2023
Fluency Assessment and Benchmarking for Literacy in Education (FABLe) is the first mobile application being developed for the assessment of foundational literacy skills in India. FABLe passages are currently available in English for Grades 2, 3 and 4, with plans to expand to other Indian languages. FABLe is designed to administer curriculum-based…
Descriptors: Handheld Devices, Computer Oriented Programs, Foreign Countries, English
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Christ, Tanya; Wang, X. Christine; Chiu, Ming Ming; Strekalova-Hughes, Ekaterina – AERA Open, 2019
Given the increasing use of app books with young children, research is needed to inform their selection and design. Although broad guidelines exist, more fine-grained guidance is needed. To address this need, we explored the relations among app books' digital affordances, readers' behaviors with these affordances during both buddy and individual…
Descriptors: Computer Oriented Programs, Kindergarten, Electronic Publishing, Books
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Wang, X. Christine; Christ, Tanya; Chiu, Ming Ming; Strekalova-Hughes, Ekaterina – AERA Open, 2019
Interactive app books are increasingly part of young children's literacy ecosystem. However, most previous studies examined buddy reading with traditional print books or CD-ROM books. Little is known about whether and how buddy reading with app books might be related to subsequent individual reading. To address this, informed by multimodal…
Descriptors: Correlation, Kindergarten, Reading Comprehension, Computer Oriented Programs
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Wang, X. Christine; Christ, Tanya; Chiu, Ming Ming – International Association for Development of the Information Society, 2018
To understand young children's experience with multimodal digital texts, we investigated how 53 kindergarteners' (ages 5-6) buddy reading behaviors (reading mode selection, sequential/non-sequential reading, hotspot use, use of modalities, use of monitoring) were related to their individual comprehension outcomes (prompted retelling,…
Descriptors: Kindergarten, Young Children, Cooperative Learning, Reading Comprehension
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Litster, Kristy; Moyer-Packenham, Patricia S.; Reeder, Rachel – Mathematics Education Research Journal, 2019
The purpose of the inquiry was to understand how children in primary grades (i.e., preschool, kindergarten, and second grade) engaged with affordances and constraints of features in a Base-10 Blocks virtual manipulative mathematics app designed to promote learning opportunities. Researchers conducted one-to-one interviews with 100 primary grade…
Descriptors: Elementary School Students, Primary Education, Preschool Education, Kindergarten
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Bassette, Laura; Bouck, Emily; Shurr, Jordan; Park, Jiyoon; Cremeans, McKenzie – Education and Training in Autism and Developmental Disabilities, 2019
Elementary students with autism spectrum disorders (ASD) who struggle with mathematics may be limited in opportunities to pursue advanced mathematics potentially impacting post-school outcomes, including postsecondary education and employment opportunities. Interventions that provide visual instruction, such as manipulatives, along with systematic…
Descriptors: Autism, Pervasive Developmental Disorders, Elementary School Students, Mathematics Instruction
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Adams, Krista; Feagin, Shannon – Science and Children, 2017
This article presents a lesson that was designed to explore the scientific descriptions of matter through both the intensive and extensive properties that students successfully added to their vocabulary. Students' examples demonstrated that there were places where their reasoning about matter faltered as related to how the material is the same…
Descriptors: Science Instruction, Scientific Concepts, Scientific Principles, Elementary School Science
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Möller, Karla J. – Journal of Children's Literature, 2015
For over two decades, the field of children's literature has been incorporating more digital technologies into publication of and access to texts. From early computer and CD-ROM adaptations of print picturebooks to the extensive visual and aural interactivity of the newest literature apps, what and how children read has changed significantly in…
Descriptors: Childrens Literature, Teaching Methods, Educational Technology, Computer Oriented Programs
Songkhao, Rujira – ProQuest LLC, 2018
This study investigated the writing results from an existing data set of 36 students who performed braille writing dictation through the repeated writing activity in the braille writing app. The data was the writing results of students between the first and the sixth grade levels. Results were categorized into types of errors, the most common…
Descriptors: Blindness, Visual Impairments, Braille, Writing Assignments
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