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Showing 1 to 15 of 19 results Save | Export
Zhixuan Yu – ProQuest LLC, 2024
Humans are arguably the most interesting subjects in computer vision. Modeling human 3D geometry from images captured by highly sophisticated production level cameras (10-100 cameras with precise calibration) enable a number of applications, e.g. telepresence, virtual try-on, motion analysis, etc. Despite its production level quality, the…
Descriptors: Visual Aids, Photography, Costs, Handheld Devices
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Nana Osei Bonsu; Gideon Boadu; Brandford Bervell; Jason Zagami – Education and Information Technologies, 2024
History teaching and learning can be improved through pedagogically innovative practices. In the face of technological advancement, this study examined the effectiveness of mobile blended learning on the academic performance of senior high school history students. The study adopted a quasi-experimental research approach using a pretest-posttest…
Descriptors: Handheld Devices, Blended Learning, History Instruction, Academic Achievement
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Thomas G. Power; Susan S. Baker; Karen V. Barale; M. Catalina Aragón; Jane D. Lanigan; Louise Parker; Karina Silva Garcia; Garry Auld; Nilda Micheli; Sheryl O. Hughes – Prevention Science, 2024
Researchers are increasingly using web-based technologies to deliver family-based, prevention programming. Few studies have examined the success of such approaches for families with low incomes. The purpose of this study was to describe the level of in-class and online engagement in a childhood obesity prevention program for parents with low…
Descriptors: Obesity, Prevention, Parent Education, Low Income Groups
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Monzon, Gloria; Alrmuny, Dalal; Ku, Heng-Yu – Quarterly Review of Distance Education, 2021
The purpose of this study was to investigate 69 college students' attitudes toward the Recap app as part of their online language learning process. The Recap app is a free language learning application that uses student-created videos to facilitate language practice and interaction among students. Using a 13-item attitude survey to measure…
Descriptors: Student Attitudes, Educational Technology, Handheld Devices, Video Technology
Rebecca A. Dore; Kelly M. Purtell; Laura M. Justice – Grantee Submission, 2021
Objective: This study examines media use of children from low-income homes during school closings during the COVID-19 pandemic. Method: Caregivers of 151 kindergartners from low-income homes completed questionnaires as part of a larger study. Caregivers reported how much time children spent watching TV/videos and using apps on the most recent…
Descriptors: COVID-19, Pandemics, Computer Use, Low Income Students
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Ahmed, Waleed; Zaneldin, Essam – Interactive Technology and Smart Education, 2019
Purpose: This paper aims to use quick response (QR) code along with online videos to teach one of the college foundation courses in an international institution to enhance the grasp of the students and to boost the students' learning outcomes. Design/methodology/approach: The study discussed and elaborated the findings that mainly focused on the…
Descriptors: College Students, Introductory Courses, Technology Uses in Education, Video Technology
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Ajloni, Mosah; O'Toole, Mitchell – Turkish Online Journal of Educational Technology - TOJET, 2021
Teaching pedagogy is constantly shaped by the environment and the socio-demographic background of teachers and students. Continuing technological developments enabled videos to be accessed more easily, faster, and across multiple platforms and devices. There has been a growing use of video technology for teaching in the Middle Eastern region,…
Descriptors: Foreign Countries, Video Technology, Secondary School Teachers, Teaching Methods
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Chiang, Tosti Hsu-Cheng; Yang, Stephen J. H.; Yin, Chengjiu – Interactive Learning Environments, 2019
Physical education emphasizes learning sports skills, which is why it is usually conducted in a face-to-face manner. Instructors focus on explaining rules and demonstrating moves, which the learners are required to repeat and imitate. Flipped classrooms have become a trend; thus, the present study investigated their influence on physical…
Descriptors: Physical Education, Team Sports, Gender Differences, Homework
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Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning
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Williams, Adrienne E.; Aguilar-Roca, Nancy M.; O'Dowd, Diane K. – Educational Technology Research and Development, 2016
Video "podcast" recordings of lectures are popular with students, but are often associated with a decrease in attendance and little increase in performance. Assessment has generally focused on the class as a whole, potentially masking benefits to different subgroups. In this study, conducted in 2 sections of a large active-learning…
Descriptors: Lecture Method, Handheld Devices, Telecommunications, Video Technology
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Reich, Stephanie M.; Yau, Joanna C.; Xu, Ying; Muskat, Tallin; Uvalle, Jessica; Cannata, Daniela – AERA Open, 2019
Increasingly, children are engaging in early literacy experiences through digital devices. This raises questions about how electronic reading compares to print reading. To assess this, we randomly assigned 200 children (3-5 years) to be read the same book (1) with auto-narration on a tablet or (2) by a researcher from a print book. Reading was…
Descriptors: Comparative Analysis, Preschool Children, Electronic Publishing, Books
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Atwood-Blaine, Dana; Huffman, Douglas – International Journal of Science and Mathematics Education, 2017
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Descriptors: Educational Games, Handheld Devices, Science Teaching Centers, Science Education
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Gromik, Nicolas A. – African Educational Research Journal, 2015
iPod and iTunes are gaining popularity amongst educators as a tool and platform to access and deliver complementary educational learning materials. The research question focuses on whether students access and use iTunes resources to enhance their content knowledge without teacher's assistance. The participants of the research consist of forty-nine…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Engineering Education
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Kay, Robin; Edwards, Jaime – Canadian Journal of Learning and Technology, 2012
Video podcasts allow students to control when, where, and what they learn, as well as the pace of learning. Considerable research has been conducted in higher education on video podcast use, but not in middle schools (grades six to eight). This study investigated the use of worked example video podcasts in mathematics classrooms with students 11…
Descriptors: Foreign Countries, Video Technology, Handheld Devices, Web Based Instruction
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Vajoczki, Susan; Watt, Susan; Marquis, Nick; Liao, Rose; Vine, Michelle – Journal of Educational Multimedia and Hypermedia, 2011
This study examined lecture capture as a way of enhancing university education, and explored how students with different learning approaches used lecture capturing (i.e., podcasts and vodcasts). Results indicate that both deep and surface learners report increased course satisfaction and better retention of knowledge in courses with traditional…
Descriptors: Instructional Effectiveness, Lecture Method, Higher Education, Learning Strategies
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