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Decoding ClassDojo: Psycho-Policy, Social-Emotional Learning and Persuasive Educational Technologies
Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
Samsudin, Mat Redhuan; Guan, Tan Tse; Yusof, Anuar Mohd; Yaacob, Mohd Firdaus Che – International Journal of Technology in Education and Science, 2017
Technology in education has been changed the culture of teaching and learning strategies. Teaching and learning theory is the primary basis for reference in carrying out teaching and learning activities. Learning using mobile apps is still new and has not been recognized by the education ministry as an effective learning aid. However, there are…
Descriptors: Computer Oriented Programs, Handheld Devices, Assistive Technology, Educational Technology
Jordaan, Dawid B.; Laubscher, Dorothy J.; Blignaut, A. Seugnet – International Association for Development of the Information Society, 2017
To enter the world of work, students require skills which include flexibility, critical thinking, problem solving, collaboration and communication. The use of mobile technologies which are specifically created for a context could stimulate motivation in students to recognise the relevance of Mathematics in the real world. South Africa in…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Polymeropoulou, Panagiota – International Association for Development of the Information Society, 2014
In this paper we will investigate the way that the technological progress and the Informatics contributed greatly to the field of Archaeology. There will be analyzed the terms of virtual archaeology and virtual reality in archaeology and there will be an extended reference to the applications and the computer graphics that archaeologists could use…
Descriptors: Archaeology, Computer Simulation, Computer Graphics, Computer Oriented Programs
Snyder, Robin M. – Association Supporting Computer Users in Education, 2014
The Raspberry Pi is a credit card size low powered compute board with Ethernet connection, HDMI video output, audio, full Linux operating system run from an SD card, and more, all for $45. With cables, SD card, etc., the cost is about $70. Originally designed to help teach computer science principles to low income children and students, the Pi has…
Descriptors: Computers, Open Source Technology, Power Technology, Internet
Students' Success in English Vocabulary Acquisition through Multimedia Annotations Sent via WhatsApp
Cetinkaya, Levent; Sutcu, Selim Soner – Turkish Online Journal of Distance Education, 2019
The purpose of this study is to determine the effects of the multimedia annotations which were sent through instant messaging application WhatsApp on students' success in English vocabulary acquisition together with their opinions on the educational use of WhatsApp and the multimedia annotations. In the study, mixed method model, which combines…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Vocabulary Development
Hwang, Wu-Yuin; Nguyen, Thi-Huyen; Pham, Xuan-Lam – Journal of Educational Computing Research, 2019
Learning and cognitive ability are necessarily connected. Learning occurs when people engage in a series of cognitive processes. In this study, we examined how English as a foreign language (EFL) learners' cognitive abilities diffuse (i.e., change) effectively from a basic level (i.e., Remember, Understand) to a more advanced level (i.e., Apply)…
Descriptors: Peer Teaching, Tutoring, Tutors, Second Language Instruction
Shahriari, Razieh – ProQuest LLC, 2019
This mixed qualitative and quantitative methods study addressed the effect of technology on college algebra and survey of calculus students' understanding. This research study was conducted in fall 2016 on eight college algebra classes with a total of 315 students, and in summer 2017, on two survey of calculus classes with a total of 40 students…
Descriptors: Educational Technology, Technology Uses in Education, Algebra, College Mathematics
Giani, Matt S. – Grantee Submission, 2019
The purpose of the current study was to evaluate the effect of mobile app courseware on the college outcomes of developmental education students, using a research design which randomly assigned course sections to receive access to the apps or not. The results show that access to the apps significantly improved student performance in developmental…
Descriptors: Community Colleges, Computer Oriented Programs, Handheld Devices, Courseware
Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
Al-Jaberi, Nahil Mohammad – International Journal of Education and Literacy Studies, 2018
This study aims to investigate the level of use of computer software and applications, and how it affects motivation toward e-learning as well as academic performance and achievement. The researcher selected a study sample of 500 male and female undergraduates at Petra University. Furthermore, two scales were implemented for the purpose of this…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Undergraduate Students, Learning Motivation
Best, Linda M.; Shelley, Daniel J. – International Journal of Information and Communication Technology Education, 2018
This article examines the effects of the social media applications Facebook, Twitter, Snap Chat/Instagram, Texting and various smartphone applications on academic dishonesty in higher education. The study employed a mixed-methods approach conducted through an emailed question-pro student survey consisting of 20 questions. The results of the study…
Descriptors: Undergraduate Students, Social Media, Cheating, Computer Oriented Programs
Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – Interactive Technology and Smart Education, 2018
Purpose: The purpose of the study was to test the usability of the MyLA app prototype by its potential users. Furthermore, the Web app will be introduced in the framework of "Mobile Learning Analytics", a cooperation project between the Cooperative State University Mannheim and University of Mannheim. The participating universities focus…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
Callaghan, Melissa N.; Reich, Stephanie M. – Learning, Media and Technology, 2018
Over half of educational apps on mobile-app markets are for preschoolers, but little research has examined whether the designs of preschool apps are truly educational. Preschoolers process information differently from older learners (i.e., shorter attention spans), so app designs should be guided by developmental science. This content analysis of…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Preschool Children
Govaerts, Sten; Holzer, Adrian; Kocher, Bruno; Vozniuk, Andrii; Garbinato, Benoit; Gillet, Denis – IEEE Transactions on Learning Technologies, 2018
Improving face-to-face (f2f) interaction in large classrooms is a challenging task as student participation can be hard to initiate. Thanks to the wide adoption of personal mobile devices, it is possible to blend digital and face-to-face interaction and integrate co-located social media applications in the classroom. To better understand how such…
Descriptors: Blended Learning, Social Media, Computer Oriented Programs, Technology Uses in Education