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Katharine Hubbard; Marlena Birycka; Maisie-Elizabeth Britton; Joseph Coates; Isla Delphine Coxon; Chloe Hannah Jackson; Casper Leigh Nicholas; Tyler M. Priestley; J. J. Robins; Paula R. Ryczko; Talia Salisbury; Megan Shand; George Snodin; Beth Worsley – Journal of Biological Education, 2024
Providing hands-on practical education without access to laboratories during the COVID-19 pandemic has required creativity and innovation. In this paper, co-authored by academic staff and students, we describe an at-home mobile phone-based 'spectrophotometer' experiment used in an introductory undergraduate biology course. Using colour picker…
Descriptors: Hands on Science, Science Laboratories, Distance Education, Telecommunications
Sharon R. Mittiga; Nerelie C. Freeman; Erin S. Leif; Brett E. Furlonger; Ellen Pattison – Education and Treatment of Children, 2024
Advances in classroom behavior management mobile applications (CBM apps) have led some teachers to use them to supplement their existing student management strategies, although little is known about their effectiveness in facilitating behavior change. This systematic review aimed to identify and appraise research on the effectiveness of CBM apps…
Descriptors: Journal Articles, Classroom Techniques, Classroom Environment, Behavior Change
Deborah Ann Williams – ProQuest LLC, 2024
The use of social media is swiftly increasing, especially among the adolescent population. At the same time, student engagement in school is waning, leading to poor grades, dropping out, health problems, and low lifetime earning potential. The purpose of this quantitative nonexperimental study was to determine if a relationship exists between…
Descriptors: Social Media, Computer Use, High School Students, Learner Engagement
Kristen M. Berkos – Communication Teacher, 2024
Students who complete this assignment will participate in a five-day phone fast. They will not use their phones for five full days, and they will keep a journal about their experiences. Students will reflect on how their mobile phone usage impacts their social relationships, media consumption, and social media use. Each day, students complete a…
Descriptors: Handheld Devices, Telecommunications, Use Studies, Interpersonal Relationship
Alexa Deyo; Josh Wallace; Katherine M. Kidwell – Journal of American College Health, 2024
Objective: To examine how time spent on handheld screens was related to internalizing mental health symptoms in college students and whether time spent in nature was associated with fewer mental health symptoms. Participants: Three hundred seventy-two college students (M[subscript age] = 19.47 ± 1.74, 63.8% female; 62.8% college freshman).…
Descriptors: Handheld Devices, Telecommunications, Computer Use, Mental Health
Kym Simoncini; Jacqueline McKechnie; Catherine Hilly; Bernadette Matthews – Early Childhood Education Journal, 2024
Families are children's first and most important teachers. However, their ability to support children's learning and development at home varies due to knowledge, skills, and confidence. Family interventions aimed at increasing parents' skills are labour-intensive and expensive. In contrast, text messages are low-cost and scalable. Text messages…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Family Involvement
Ingvild Kvale Sørenssen – Contemporary Issues in Early Childhood, 2024
While much has been written about how to implement digital tools for learning and play in early childhood education and care, using a sociomaterial perspective this article seeks to explore what types of activities can be the outcome of appropriating different digital tools, and who or what defines these activities. Employing a sociomaterial…
Descriptors: Foreign Countries, Early Childhood Education, Preschool Children, Handheld Devices
Risda Putri Indriani; Tri Handayani Kurniati; Rizhal Hendi Ristanto – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
High-order cognitive skills (HOCS) are required to solve problems and make decisions. ARVi or augmented reality virus is a learning medium used to enhance HOCS. Aims of this research is to find out the effect of implementing ARVi media on enhancing high-level cognitive skills of students. The research is a quasi-experiment with a pretest-posttest…
Descriptors: Thinking Skills, Problem Solving, Technology Uses in Education, Computer Simulation
Didem Vardar-Ulu; Saif Eldeen Ragab; Swati Agrawal; Shuchismita Dutta – Journal of Microbiology & Biology Education, 2024
Molecular case studies (MCSs) are open educational resources that use a storytelling approach to engage students in biomolecular structure-function explorations, at the interface of biology and chemistry. Although MCSs are developed for a particular target audience with specific learning goals, they are suitable for implementation in multiple…
Descriptors: Computer Simulation, Educational Technology, Molecular Biology, Undergraduate Students
Boyoung Kim; Gyuyoung Ha – Educational Psychology, 2024
This study investigated the protective and risk factors of smartphone addiction at the individual and group levels using multi-level modelling, with a particular focus on extracurricular activities and academic helplessness. Data from the Korea Children and Youth Panel Survey (KCYPS) were used in the analyses. These data included 2,590…
Descriptors: Foreign Countries, Middle School Students, Handheld Devices, Addictive Behavior
Michelle C. Pasco; Anais Roque; Brittany Romanello; Emir Estrada – Field Methods, 2024
Photovoice involves respondents taking photographs of their environment to promote critical discussions and reflect on their experiences. Photovoice empowers marginalized communities and serves to reach policymakers. The Arizona Youth Identity Project (AZYIP) used photovoice with an innovative approach in a multisite research design with a large…
Descriptors: Photography, Social Action, Youth Programs, Research Methodology
I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
Dyah Kumalasari; Hieronymus Purwanta; Suranto Aw – Journal of Education and e-Learning Research, 2024
The purpose of this study is to determine the level of digital literacy related to history among students at Universitas Pendidikan Indonesia (UPI) and the State University of Malang (UM). The recent decline in historical literacy among Indonesians has piqued historians' interest. In this context, the gap between technological potential and…
Descriptors: Foreign Countries, Age Groups, Digital Literacy, History Instruction
Chairul Huda Atma Dirgatama; Sigit Permansah; Dede Rusmana – Journal of Education and Learning (EduLearn), 2024
This research investigates how a mobile-based archive application and digital literacy impact pre-service administrators' understanding of the smart village concept in rural governance. It uses a quantitative approach with a questionnaire given to 100 pre-service administrators to evaluate their attitudes towards these factors. Validity and…
Descriptors: Digital Literacy, Handheld Devices, Telecommunications, Administrators
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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