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Sunku Kwon; Yang Bai; Youngwon Kim; Ryan D. Burns; Timothy A. Brusseau; Wonwoo Byun – Measurement in Physical Education and Exercise Science, 2025
This study aimed to assess the agreement in physical activity (PA) estimates from Garmin Vivofit Jr. 3 (VFJ 3) and Fitbit Ace 3 (Ace 3) with a research-grade accelerometer (wGT3X-BT) in children under free-living conditions. Twenty-five children (Girls: 56%, Age: 10.1 ± 2.5 years, BMI: 17.1 ± 2.4 kg/m2) performed daily activities for 7 consecutive…
Descriptors: Physical Activity Level, Children, Validity, Handheld Devices
Design and Validation of a Usability Evaluation Questionnaire (UEQ) for Mobile Learning Applications
Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
Berntsen, Dorthe; Hoyle, Rick H.; Munkholm Møller, Daniel; Rubin, David C. – Applied Cognitive Psychology, 2023
Smartphones are a ubiquitous part of many people's lives, but little is known about their impact on everyday thought processes. Here we introduce the "spontaneous smartphone checking scale" (SSCS)--which measures the tendency to direct attention toward one's smartphone, unpreceded by external prompts (e.g., notifications, or alerts) and…
Descriptors: Handheld Devices, Telecommunications, Measures (Individuals), Attention
Ari Kartini; Dadang Sunendar; Sumiyadi; Yulianeta; Asep Nurjamin; Cepri Maulana – International Journal of Language Education, 2025
This study aims to describe the utilization of innovative media in learning to write poetry developed in the form of a mobile application. This research uses the Research and Development (R&D) method by adopting the R2D2 model, which focuses on three main stages: (a) determination, (b) design and development, and (c) dissemination. The…
Descriptors: Material Development, Multimedia Materials, Handheld Devices, Computer Oriented Programs
Gavras, Konstantin; Höhne, Jan Karem – International Journal of Social Research Methodology, 2022
The rise of smartphone surveys, coupled with technological advancements, provide new ways for measuring respondents' political attitudes. The use of open questions with requests for voice answers instead of text answers may simplify the answer process and provide nuanced information. So far, research comparing the measurement quality of text and…
Descriptors: Political Attitudes, Online Surveys, Handheld Devices, Telecommunications
Eksail, Fuad Ali Ahmed – Turkish Online Journal of Educational Technology - TOJET, 2023
Many studies have been conducted to investigate the effect of using smartphones in the teaching and learning process. The purpose of the present study was to identify the factor structure and the psychometric properties of a smartphone questionnaire. The questionnaire was translated into Arabic and administered to 203 students at a university in…
Descriptors: College Students, Foreign Countries, Handheld Devices, Psychometrics
Servet Erkol; Sabit Mentese; Murat Gokalp – Turkish Online Journal of Educational Technology - TOJET, 2025
Addiction is the state of being addicted to any activity, substance, object or behavior in a way that excludes other activities of one's life or causes physical, mental or social harm to oneself and others. In addition to many and various types of addiction, it seems that an important type of addiction is technology addiction. Today, the dizzying…
Descriptors: Middle School Students, High School Students, Addictive Behavior, Telecommunications
Leorke, Dale – American Journal of Play, 2020
In 2009, Markus Montola, Jaakko Stenros, and Annika Waern published "Pervasive Games: Theory and Design," based on research conducted during the Integrated Project on Pervasive Games (IPerG) and funded by the European Union (E.U.) from 2005 to 2008. They wrote it--the first book-length treatise on the topic--before the widespread use of…
Descriptors: Games, Play, Vocabulary, Validity
Hughes, Stephen; Croxford, Tim – Physics Education, 2022
The first of the two postulates of relativity states that the laws of physics are the same in all inertial reference frames. Often it is assumed that the postulates are mainly concerned with objects moving at a significant fraction of the speed of light. However, the postulates are applicable at all speeds from a snail to a photon. To practically…
Descriptors: Physics, Science Instruction, Teaching Methods, Telecommunications
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
Nosheen Fatima Warraich; Momina Irfan; Irfan Ali – SAGE Open, 2024
The main purpose of the study was to validate the Use and Gratification (U&G) theory and examine the effect of U&G (entertainment, information seeking, and socializing) on the theory of planned behavior (Perceived behavioral control and attitude toward behavior) among students regarding mobile technology usage in COVID-19. Quantitative…
Descriptors: COVID-19, Pandemics, Student Behavior, Validity
Scott W. T. McNamara; Sophia D. Min – British Journal of Educational Technology, 2024
Educational podcasts have become an increasingly prevalent media used to disseminate profession-specific information through easily accessible means. Despite the potential of educational podcasts as convenient and effective medium, there is a dearth of literature dedicated to the topic. Thus, using the Uses and Gratification framework, the…
Descriptors: Elementary School Teachers, Middle School Teachers, Secondary School Teachers, College Faculty
Janssen, Tieme W. P.; Grammer, Jennie K.; Bleichner, Martin G.; Bulgarelli, Chiara; Davidesco, Ido; Dikker, Suzanne; Jasinska, Kaja K.; Siugzdaite, Roma; Vassena, Eliana; Vatakis, Argiro; Zion-Golumbic, Elana; Atteveldt, Nienke – Mind, Brain, and Education, 2021
As the field of educational neuroscience continues to grow, questions have emerged regarding the ecological validity and applicability of this research to educational practice. Recent advances in mobile neuroimaging technologies have made it possible to conduct neuroscientific studies directly in naturalistic learning environments. We propose that…
Descriptors: Neurosciences, Brain Hemisphere Functions, Handheld Devices, Spectroscopy
Lobos, Karla; Sáez-Delgado, Fabiola; Bruna, Daniela; Cobo-Rendon, Rubia; Díaz-Mujica, Alejandro – Education Sciences, 2021
Background: Smartphone applications have the potential to support university students for the benefit of learning in higher education. Objective: To design and evaluate the effect of an intra-curricular program using a mobile application on self-regulated learning strategies in university students. Method: The 4Planning mobile application was…
Descriptors: Program Development, Program Effectiveness, Validity, Learning Activities
Canavese, Daniel; Polidoro, Maurício; Ferreira, Ariadne Ribeiro; Velasquez, Claudia; Perry, Gabriela Trindade – Health Education & Behavior, 2023
Introduction: Overcoming misinformation is essential considering stigma and discrimination in the HIV/AIDS epidemic. This report presents the preliminary results of a health education strategy based on the massive open online course (MOOC) on Zero Discrimination in Brazil. Methods: Case study describing the development of the MOOC and its…
Descriptors: MOOCs, Acquired Immunodeficiency Syndrome (AIDS), Foreign Countries, Health Education

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