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Showing 1 to 15 of 121 results Save | Export
Adrienne K. Golden; Mary Louise Hemmeter; Jennifer R. Ledford – Journal of Positive Behavior Interventions, 2024
The purpose of this study was to evaluate the effectiveness of training plus Practice-Based Coaching (PBC), delivered via text message, on teacher use of targeted Pyramid Model (PM) practices. A multiple baseline design across behaviors was replicated across three early childhood teachers. Following training on self-selected target practices, the…
Descriptors: Coaching (Performance), Training, Telecommunications, Handheld Devices
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Alex Morichon; Guillaume Dannhoff; Laurent Barantin; Christophe Destrieux; Igor Lima Maldonado – Anatomical Sciences Education, 2024
Traditional teaching methods struggle to convey three-dimensional concepts effectively. While 3D virtual models and virtual reality platforms offer a promising approach to teaching anatomy, their cost and specialized equipment pose limitations, especially in disadvantaged areas. A simpler alternative is to use virtual 3D models displayed on…
Descriptors: Anatomy, Models, Handheld Devices, Telecommunications
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Meddeb, Ons; Maraoui, Mohsen; Zrigui, Mounir – International Journal of Web-Based Learning and Teaching Technologies, 2021
The advancement of technologies has modernized learning within smart campuses and has emerged new context through communication between mobile devices. Although there is a revolutionary way to deliver long-term education, a great diversity of learners may have different levels of expertise and cannot be treated in a consistent manner.…
Descriptors: Educational Technology, Semitic Languages, Natural Language Processing, Internet
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Ferreira, Luis Gustavo; Barbosa, Jorge Luis Victória; Gluz, João Carlos; Matter, Vítor Kehl; Barbosa, Debora Nice Ferrari – International Journal of Information and Communication Technology Education, 2020
The application of ubiquitous technologies in the improvement of education strategies is called ubiquitous learning. This strategy amplifies the pedagogical potential of e-learning through a ubiquitous and contextualized perspective. On the other hand, a ubiquitous technological mediation in learning can also increase the isolation of learners and…
Descriptors: Educational Technology, Electronic Learning, Instructional Materials, Resource Units
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Moya, Sofia; Camacho, Mar – International Journal of Mobile and Blended Learning, 2021
Numerous studies show positive cognitive and affective results regarding the adoption of mobile learning; however, adoption levels are low, and when mobile learning occurs, it is not always based on innovative pedagogies. The main objective of this study is to identify and analyse key design principles to develop a model for the adoption of mobile…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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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
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Imamoglu, Mehmet – Asian Journal of Contemporary Education, 2020
The purpose of this study is to examine the use of augmented reality technology in the field of sports science and to develop a sample educational software including musculoskeletal system and warm-up exercises. Each stage of the software development process is explained in detail. The basis of augmented reality technology is the simultaneous…
Descriptors: Computer Simulation, Athletics, Computer Software, Human Body
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Schmid, Jonas R.; Ernst, Moritz J.; Thiele, Gu¨nther – Journal of Chemical Education, 2020
We present an accessible implementation of augmented reality projections for the depiction of complex structures and motifs, including atomic orbitals and elemental allotropes. The utilization of a free, cross-platform-compatible, online database of these structures provides the access route for closer examination, either via augmented reality or…
Descriptors: Science Instruction, College Science, Undergraduate Study, Inorganic Chemistry
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Tawafak, Ragad M.; Alfarsi, Ghaliya; Jabbar, Jasiya – Contemporary Educational Technology, 2021
With restrictions on face-to-face clinical consultations within the COVID-19 pandemic and the challenges faced by healthcare systems in delivering patient care, alternative information technologies like telemedicine and smartphones play a crucial role. A wide variety of smartphone applications employs high-tech mathematical and programming…
Descriptors: COVID-19, Pandemics, Handheld Devices, Telecommunications
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Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
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Sarrab, Mohamed; Al-Shihi, Hafedh; Al-Manthari, Bader; Bourdoucen, Hadj – TechTrends: Linking Research and Practice to Improve Learning, 2018
Mobile learning (M-learning) is a learning paradigm that utilizes the advantages of mobility and wireless technologies in the learning and education process. It can be characterized by the ability to support and provide strong interaction between learners and instructors, offering high levels of learning motivation, collaboration, and flexibility…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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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
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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
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Apolo, Diego; Melo, Malena; Solano, Johe; Aliaga, Felipe – Digital Education Review, 2020
The policies of digital inclusion in Ecuador had a rebound since 2007, placing technology as a priority axis for government management. Despite this, there are still pending issues to be developed. This study is based on a qualitative approach that, through documentary research, bibliographic analysis and critical review of literature, can…
Descriptors: Foreign Countries, Educational Technology, Teacher Education Programs, Technology Uses in Education
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Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
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