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Ujjwal Biswas; Samit Bhattacharya – Education and Information Technologies, 2024
The application of machine learning (ML) has grown and is now used to enhance learning outcomes. In blended classroom settings, ML, emerging smartphones and wearable technologies are commonly used to improve teaching and learning. The combination of these advanced technologies and ML plays a crucial role in enhancing real-time feedback quality.…
Descriptors: Artificial Intelligence, Blended Learning, Flipped Classroom, Technology Uses in Education
Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
Sun He; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to (1) investigate the efficiency of blended teaching online according to the Super Star Learning Pass model on Basic computer application for Shunde Technical Vocational College, (2) compare students' achievements before and after learning through blended teaching online according to the Super Star Learning Pass…
Descriptors: Blended Learning, Electronic Learning, Vocational Education, Technical Education
Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
Vincent Cho; Decoteau J. Irby; Katrina Borowiec – Teachers College Record, 2024
Background/Context: In thousands of classrooms throughout the United States and internationally, behavior management apps have become an integral part of schools' discipline machineries. Such apps are designed to help teachers enforce rules, especially when it comes to rewards and punishments within school token economies. To understand how these…
Descriptors: Classroom Techniques, Student Behavior, Computer Oriented Programs, Technology Uses in Education
Arantes, Janine – Qualitative Research Journal, 2022
Purpose: The purpose of this paper is to explore the potential of the substitution, augmentation, modification and redefinition (SAMR) model as a research method via a project that aimed to investigate pre-service teachers' negotiation of data-rich environments. Design/methodology/approach: The project that underpins this paper saw the author…
Descriptors: Models, Preservice Teachers, Computer Mediated Communication, Electronic Learning
Maushagen, Jan; De Troyer, Olga – International Association for Development of the Information Society, 2021
We propose a novel model for learning environments to target the characteristics of digital natives and to improve informal learning practices, i.e. the exploration, discovery and self-monitoring of learning content and the reflection on learning activities. The Mobile Playful Learning Environment (MPLE) model is defined as consisting of seven…
Descriptors: Educational Environment, Handheld Devices, Play, Models
Aristov, Michael M.; Moore, John W.; Berry, John F. – Journal of Chemical Education, 2021
Through the implementation of the free website/smartphone application Sketchfab, we have found a simple means to introduce 3D visual tools into the chemistry classroom. Sketchfab stores 3D models and animations with free cross-platform accessibility. Blender is a free 3D modeling tool that has been used to prepare models and animations for…
Descriptors: Chemistry, Science Instruction, Educational Technology, Technology Uses in Education
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Liu, Chenchen; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Early Childhood Education
Reißer, Sabine; Prock, Sebastian; Heinzmann, Hartmut; Ulrich, Anne S. – Biochemistry and Molecular Biology Education, 2018
Protein ORIGAMI (http://ibg.kit.edu/protein_origami) is a browser-based web application that allows the user to create straightforward 3D paper models of folded peptides for research, teaching and presentations. An amino acid sequence can be turned into a-helices, ß-strands and random coils that can be printed out and folded into properly scaled…
Descriptors: Educational Technology, Technology Uses in Education, Models, Science Instruction
Lowrie, Tom; Logan, Tracy – Mathematics Education Research Group of Australasia, 2019
The Early Learning STEM Australia (ELSA) pilot was a year-long investigation involving 300 educators and 4 500 four-year old children in one hundred learning centres across Australia. This paper reports on a pedagogical and design framework that was constructed to promote children's STEM engagement across digital and non-digital learning…
Descriptors: STEM Education, Early Childhood Education, Foreign Countries, Learner Engagement
Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
Wang, Yu-Yin; Wang, Yi-Shun; Lin, Hsin-Hui; Tsai, Tung-Han – Interactive Learning Environments, 2019
With the proliferation of paid mobile learning applications (m-learning apps), understanding how to assess their success has become an important issue for academics and practitioners. Based on the information systems (IS) success models and the value-based adoption model, this study developed and validated a multidimensional model for assessing…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Jasti, Pramod – ProQuest LLC, 2018
Research in this study used the technology acceptance model (TAM) as a theoretical framework for investigating STEM students and faculty perceptions of the use of mobile applications at a Historically Black College and University (HBCU) in the southeastern part of the United States. Mobile technology applications have become very popular over the…
Descriptors: Computer Oriented Programs, Handheld Devices, Student Attitudes, Teacher Attitudes
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