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Duygu, Huseyin Seyhan; Aktürk, Ahmet Oguz – International Society for Technology, Education, and Science, 2021
Cyberloafing is one of the phenomena that negatively affect the efficiency of learning and teaching activities in educational settings. Learners' increased access to information and communications technologies as well as to personal mobile devices in recent years has led to various forms of cyberloafing behaviors among learners. In this context,…
Descriptors: High School Students, Internet, Student Behavior, Handheld Devices
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Yoo, Hyeon Jean – American Association for Adult and Continuing Education, 2021
As the world's population is more interconnected by the Internet and mobile devices, older adults are expected to use Internet-based services, such as education, health, finance, and even communication. Despite the recent research that an increasing number of older adults are embracing digital lives, they face unique challenges due to age-related…
Descriptors: Empowerment, Older Adults, Aging (Individuals), Barriers
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Sharon Walters; Jordan Stierle; Daniel Stockwell; Alex Carlson; Joseph Ryan – Journal of Inclusive Postsecondary Education, 2021
Individuals with intellectual disability (ID) often experience a combination of both intellectual and adaptive functioning deficits which negatively impact their ability to obtain and maintain competitive employment. Fortunately, research has shown that assistive technology, and particularly video prompting, helps support employment for…
Descriptors: Intellectual Disability, Telecommunications, Handheld Devices, Video Technology
Allen L. Savage – ProQuest LLC, 2021
The nature of future employment is rooted in the sciences, technology, engineering, and math (STEM). Educating the current and future workers will require the inclusion of STEM education, especially in the K-12 classrooms. African Americans run the risk of being left behind in future STEM jobs due to their poor STEM representation throughout…
Descriptors: Handheld Devices, Shared Resources and Services, Student Projects, Middle School Students
Brian E. Campbell – ProQuest LLC, 2021
High school students in today's modern educational system are expected by educational authorities to demonstrate mathematical proficiency in both procedural fluency and conceptual understanding. Since the shift to Common Core Mathematics, the focus of mathematical pedagogy has shifted from procedural to conceptual, presenting difficulty for…
Descriptors: Handheld Devices, Telecommunications, High School Students, Mathematics Education
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Antonelli, Karla; Steverson, Anne; Cmar, Jennifer L. – Journal of Visual Impairment & Blindness, 2023
Introduction: This article covers the technical development and usability testing of "4to24," a mobile application (app) for students with visual impairments and their parents. The app includes information and resources on numerous topics to support and encourage preparation for employment from an early age. Methods: We partnered with…
Descriptors: Telecommunications, Handheld Devices, Students with Disabilities, Visual Impairments
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Jiang, Shiyan; Huang, Xudong; Sung, Shannon H.; Xie, Charles – Research in Science Education, 2023
Learning analytics, referring to the measurement, collection, analysis, and reporting of data about learners and their contexts in order to optimize learning and the environments in which it occurs, is proving to be a powerful approach for understanding and improving science learning. However, few studies focused on leveraging learning analytics…
Descriptors: Learning Analytics, Hands on Science, Science Education, Laboratory Safety
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Luna-Martínez, Héctor Rubén; Tapia-Carlín, Rebeca E. – HOW, 2023
This article reports the results of a study that was part of a master's thesis. The research focused on a private primary school in Pachuca, Hidalgo, Mexico. It aimed to explore English language teachers' cognition, specifically into the teaching practice and emotional responses reported when implementing the use of the iPad in their lessons. Four…
Descriptors: Handheld Devices, Mexicans, English (Second Language), Second Language Learning
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Gong, Kaixuan – Asian-Pacific Journal of Second and Foreign Language Education, 2023
The extensive use of automated speech scoring in large-scale speaking assessment can be revolutionary not only to test design and rating, but also to the learning and instruction of speaking based on how students and teachers perceive and react to this technology. However, its washback remained underexplored. This mixed-method study aimed to…
Descriptors: Second Language Learning, Language Tests, English (Second Language), Automation
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Herzig, Melissa; Allen, Thomas E. – Journal of Deaf Studies and Deaf Education, 2023
Design features of American Sign Language (ASL)-English bilingual storybook apps on the tablet computers, based on learning research, are intended to facilitate independent and interactive learning of English print literacy and of ASL skill among young learners. In 2013, the Science of Learning Center on Visual Language and Visual Learning…
Descriptors: Deafness, American Sign Language, Vocabulary Skills, Computer Software
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Isaacs, Talia; Hu, Ruolin; Trenkic, Danijela; Varga, Julia – Language Testing, 2023
The COVID-19 pandemic has changed the university admissions and proficiency testing landscape. One change has been the meteoric rise in use of the fully automated Duolingo English Test (DET) for university entrance purposes, offering test-takers a cheaper, shorter, accessible alternative. This rapid response study is the first to investigate the…
Descriptors: Predictive Validity, Educational Technology, Handheld Devices, Language Tests
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Gonulal, Talip – Interactive Learning Environments, 2023
Intelligent personal assistants (IPAs), which are voice-activated agents enabling human--computer interaction, have recently been reported to be pedagogically useful agents in language learning. IPAs use various forms of humor to better communicate with users and to compensate for any performance limitations. In order to understand the IPAs' sense…
Descriptors: Intelligent Tutoring Systems, Second Language Learning, Second Language Instruction, English (Second Language)
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Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
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