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Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
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Ryan Wennerlind; Joshua N. Baker; Stephanie M. Devine; Mona Nasir-Tucktuck – Journal of Inclusive Postsecondary Education, 2019
The purpose of this study was to examine the use of smart technology (i.e., Apple iPhone and Fitbit Smartwatch) on time management skill acquisition of students with intellectual/developmental disabilities who attend college. A single-subject multiple probe design was used to examine the use of the Model-Lead-Test strategy on three student's…
Descriptors: Educational Technology, Technology Uses in Education, Time Management, College Students
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Villar Varela, Milena; Méndez-Lois, María José; Barreiro Fernández, Felicidad – Electronic Journal of Research in Educational Psychology, 2021
Introduction: Smart devices are here to stay, and in adolescence they have become the means of socialization par excellence, the fundamental instrument for communicating and relating to the world. While it is true that these types of devices offer innumerable advantages, improper use involves risks and dangers. One of these dangers is the…
Descriptors: Telecommunications, Handheld Devices, Gender Bias, Violence
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Dolawattha, D. D. M.; Premadasa, H. K. S. – International Journal of Information and Communication Technology Education, 2021
In this study, the authors are concerned about influencing factors on mobile learning tools for the applicable and sustainable mobile learning environment. The authors proposed an impact model with five influencing factors namely usefulness, interactivity, motivation, facilitating conditions, and ease of use. The 60 students and 60 teachers in…
Descriptors: Telecommunications, Handheld Devices, Higher Education, Models
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Holloway, Paul; Kenna, Therese; Linehan, Denis; O'Connor, Ray; Bradley, Helen; O'Mahony, Bernadette; Pinkham, Robyn – Journal of Geography in Higher Education, 2021
Opportunities to deploy digital technologies to research agendas and active learning in tertiary education are becoming more widespread. Despite this, many research techniques are still taught using traditional "pen-and-paper" methodologies. In this article, we report on a strategy for integrating mobile technology into our large (275+)…
Descriptors: Active Learning, Telecommunications, Handheld Devices, Technology Integration
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Svendsen, Jesper Tinggaard; Svendsen, Annemari Munk – Scandinavian Journal of Educational Research, 2021
In today's classrooms, digital technologies and digital media enable an unlimited number of learning resources. Digital tools are one type of digital technology used in pedagogical settings. By digital tools we mean software that is not produced for educational purposes, but which may be used to support learning. Using theoretical concepts from…
Descriptors: Physical Education, Secondary School Students, Foreign Countries, Educational Technology
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Çoruhlu, Tülay Senel; Pehlevan, Murat – Journal of Science Learning, 2021
This study aimed to develop a science experiments guidebook (based on discussion method and enriched worksheet) for fourth grade mainstreamed students with learning disabilities and to investigate its effect on their conceptual understanding of the "Matter and its Nature", "Living Things and Life", "Physical Events"…
Descriptors: Guides, Worksheets, Science Experiments, Scientific Concepts
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Marsh, Jackie; Lahmar, Jamal; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Scott, Fiona – Journal of Early Childhood Research, 2021
This paper outlines the findings from a study that examined the tablet and app use of children aged from birth to three. The aim of the study was to examine how far use of tablets and apps promoted play and creativity. A total of 954 UK parents of children aged from birth to three who had access to a tablet in the home completed an online survey…
Descriptors: Preschool Children, Handheld Devices, Teaching Methods, Computer Software
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Dizon, Gilbert; Gayed, John M. – JALT CALL Journal, 2021
While the use of automated writing evaluation software has received much attention in CALL literature, as Frankenberg-Garcia (2019) notes, empirical research on predictive text and intelligent writing assistants is lacking. Thus, this study addressed this gap in the literature by examining the impact of Grammarly, an intelligent writing assistant…
Descriptors: Foreign Countries, College Students, Writing Evaluation, Computer Software
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Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2021
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs' implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the…
Descriptors: Guidelines, Inservice Teacher Education, Teacher Workshops, Elementary School Teachers
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Rundel, Christina; Salemink, Koen – Education Sciences, 2021
Repeatedly, it has been argued that advancements in digitalisation could be beneficial for rural areas. However, digital inequalities persist and affect rural communities as well. Schools can play a key role in bridging digital inequalities, but little attention has been paid to the specific conditions rural schools find themselves in when facing…
Descriptors: Access to Computers, Disadvantaged, Rural Schools, Small Schools
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Das, Anik; Amin, Sumaiya; Kabir, Muhammad Ashad; Hossain, Sabir; Islam, Mohammad Mainul Mainul – International Journal of Game-Based Learning, 2021
Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender.…
Descriptors: Foods Instruction, Nutrition Instruction, Eating Habits, Health Behavior
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Al-Ahdal, Arif Ahmed Mohammed Hassan; Alharbi, Mohammed Abdullah – SAGE Open, 2021
Vocabulary, as important as it is, is largely relegated to the domain of memorization in the English as a foreign language (EFL) situations in the Kingdom of Saudi Arabia (KSA). Assessment and achievement tests have proven time and again that this strategy is not doing any good for the learners' proficiency. This study was conceived to suggest…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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Le, Van Huynh Ha; Nguyen, Huy Ngoc – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Foreign language anxiety (FLA) has a debilitating influence on the oral performance of EFL speakers. Over the past decade, most research in MALL has emphasized the use of mobile applications on improving language skills, but little research has explored the impact of using video recording tool to decrease foreign language speaking anxiety (FLSA).…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, English (Second Language)
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