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Pandya, Bhairavi D. – ProQuest LLC, 2013
Background: According to data reported by the World Health Organization Depression is a common disorder, affecting about 121 million people worldwide. The Centers for Disease Control report in the US an estimated 10% of the general population will experience a depressive episode in a given year. Delay in diagnosis and subsequent delay in treatment…
Descriptors: Depression (Psychology), Internet, Computer Oriented Programs, Symptoms (Individual Disorders)
Steven E. Stock; Daniel K. Davies; Thomas Gillespie – Inclusion, 2013
Applied Cognitive Technologies provide supports that enable people with cognitive disabilities to achieve greater inclusion across virtually all life domains. This article provides a snapshot, as it were, of the state of the field pertaining to critical areas of the newly emerging field of applied cognitive technology, specifically:…
Descriptors: Intellectual Disability, Inclusion, Technology Uses in Education, Assistive Technology
Zhang, Meilan; Trussell, Robert P.; Tillman, Daniel A.; An, Song A. – Computers in the Schools, 2015
In recent years, smartphones and tablets have been rapidly adopted by consumers worldwide. Within the United States, a growing number of school districts have incorporated tablets into classroom instruction. As mobile technology becomes further integrated into households and classrooms, parents, teachers, and students might need information for…
Descriptors: Technology Uses in Education, Telecommunications, Handheld Devices, Access to Computers
Meletiou-Mavrotheris, Maria, Ed.; Mavrou, Katerina, Ed.; Paparistodemou, Efi, Ed. – IGI Global, 2015
Despite increased interest in mobile devices as learning tools, the amount of available primary research studies on their integration into mathematics teaching and learning is still relatively small due to the novelty of these technologies. "Integrating Touch-Enabled and Mobile Devices into Contemporary Mathematics Education" presents…
Descriptors: Mathematics Education, Handheld Devices, Technology Uses in Education, Technology Integration
Uther, Maria; Banks, Adrian – International Association for Development of the Information Society, 2015
This study investigates the influence of sensory and cognitive affordances on the usability of mobile devices for multimedia language learning applications. An audio-based learning application--the "Vowel Trainer" (audio-based speech app), developed by University College London was chosen, against a comparison, text and picture-based…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
Wiklund-Engblom, Annika; Hiltunen, Kasper; Hartvik, Juha; Porko-Hudd, Mia; Johansson, Marléne – International Journal of Mobile and Blended Learning, 2014
The study presented is part of a work-in-progress project of developing a mobile application for smartphones, Talking Tools (TT). The first context TT is developed for and tested in is sloyd education [Swedish: slöjd], a compulsory subject taught in Finnish schools. In sloyd learners design and manufacture unique artifacts in various materials…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Handicrafts
Smith, Bryan; Ng-A-Fook, Nicholas; Corrigan, Julie – McGill Journal of Education, 2014
This research project explored the nexus between historical literacies, digital literacy and m-learning as a praxis of mobilizing technopolitics. To do this, we developed a mobile application for teacher candidates to study the absence of the Indian Residential School system from history textbooks and other curricular materials. Building on the…
Descriptors: Electronic Learning, Educational Research, Computer Literacy, Electronic Publishing
Radley, Keith C.; Dart, Evan H.; O'Handley, Roderick D. – School Psychology Review, 2016
The current study investigated the effectiveness of the Quiet Classroom Game, an interdependent group contingency using an iPad loaded with a decibel meter app, for increasing academically engaged behavior. Three first-grade classrooms in the southeastern United States, identified as displaying high levels of noise and disruptive behavior, were…
Descriptors: Computer Oriented Programs, Handheld Devices, Educational Technology, Technology Uses in Education
Schaefer, Blanca; Bowyer-Crane, Claudine; Herrmann, Frank; Fricke, Silke – Child Language Teaching and Therapy, 2016
For professionals working with multilingual children, detecting language deficits in a child's home language can present a challenge. This is largely due to the scarcity of standardized assessments in many children's home languages and missing normative data on multilingual language acquisition. A common approach is to translate existing English…
Descriptors: Screening Tests, Vocabulary, Receptive Language, Multilingualism
McMahon, Don D.; Cihak, David F.; Wright, Rachel E.; Bell, Sherry Mee – Journal of Research on Technology in Education, 2016
The purpose of this study was to examine the use of an emerging technology called augmented reality to teach science vocabulary words to college students with intellectual disability and autism spectrum disorders. One student with autism and three students with an intellectual disability participated in a multiple probe across behaviors (i.e.,…
Descriptors: Intellectual Disability, Autism, Science Instruction, College Students
Shi, Wei-Zhao; Sun, Jiajun; Xu, Chong; Huan, Weiliang – EURASIA Journal of Mathematics, Science & Technology Education, 2016
In this study, smartphone was used to alter the traditional procedure by involving students in active learning experiences prior to the laboratory meeting. The researcher surveyed students' view on the effect of using smartphone to enhance learning in the general physics laboratory. The use of smartphone was evaluated by having 120 students who…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Active Learning
Fletcher-Watson, Sue; Petrou, Alexandra; Scott-Barrett, Juliet; Dicks, Pamela; Graham, Catherine; O'Hare, Anne; Pain, Helen; McConachie, Helen – Autism: The International Journal of Research and Practice, 2016
This study evaluated a technology-based early intervention for social communication skills in pre-schoolers in a randomised controlled trial. Participants were 54 children aged under 6 years with a diagnosis of autism, assigned to either intervention or control conditions. The app engaged children, who played consistently, regardless of…
Descriptors: Foreign Countries, Autism, Pervasive Developmental Disorders, Handheld Devices
Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Sias, Christina; Wilson- Lopez, Amy; Mejia, Joel – Technology and Engineering Teacher, 2016
Many youth do not pursue engineering because they do not see how it connects to their lives and interests. Concerned about this problem, the National Research Council (2012) suggested ways that teachers can make engineering more relevant and accessible to youth who have not traditionally pursued careers in this field. According to the National…
Descriptors: Student Characteristics, Engineering, Design, Student Interests
Silander, Megan; Moorthy, Savitha; Dominguez, Ximena; Hupert, Naomi; Pasnik, Shelley; Llorente, Carlin – Society for Research on Educational Effectiveness, 2016
Persistent inequalities in the academic learning trajectories of underserved students have led to a growing interest in interventions for young children who are at higher risk for academic difficulties later on. This study's primary goal was to understand how the integration of video, computer games and associated hands-on activities impacts…
Descriptors: Randomized Controlled Trials, Information Technology, Video Games, Computer Games

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