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Simmons, Lakisha; Crook, Amy; Cannonier, Colin; Simmons, Chris – Journal of Education for Business, 2018
Today's students experience increased anxiety around school and have difficulty keeping track of course assignments. The authors conceptually develop and empirically test a model of the impact of a homework reminder mobile application (app) on executive function skills and learning outcomes with undergraduate business students. The findings…
Descriptors: Anxiety, Prompting, Computer Oriented Programs, Handheld Devices
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Kalke, Kerstin M.; Ginossar, Tamar; Shah, Sayyed Fawad Ali; West, Andrew J. – Health Education & Behavior, 2018
Mobile applications ("apps") designed for sexual health education have the potential to reach teens and young adults that are hard to reach through traditional platforms; however, little is known about availability of these apps and their adherence to existing guidelines. Following a search on the two major app stores, data from 2,693…
Descriptors: Sex Education, Content Analysis, Computer Oriented Programs, Handheld Devices
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Yilmaz, Adnan – Contemporary Educational Technology, 2018
The rapid and continuous developments in computer technologies underscores the need to investigate computers' impact on students' motivation in second/foreign language (L2)reading and writing skills. Given this need, the present empirical study aims to examine the effect of computers on students' motivation in L2 reading and writing skills. 35…
Descriptors: Computer Uses in Education, Reading Skills, Writing Skills, Learning Motivation
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Duzhin, Fedor; Gustafsson, Anders – Education Sciences, 2018
Course instructors need to assess the efficacy of their teaching methods, but experiments in education are seldom politically, administratively, or ethically feasible. Quasi-experimental tools, on the other hand, are often problematic, as they are typically too complicated to be of widespread use to educators and may suffer from selection bias…
Descriptors: Self Evaluation (Individuals), Artificial Intelligence, College Faculty, Instructional Effectiveness
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Ali, Liaqat – Asian Journal of Education and Training, 2018
The use of mobile phones and other gadgets in the university class room is becoming a culture in the modern age of technology. Some students use this technology for the purpose of information only. However, it was noted that others use mobile phone to receive messages through different applications such as WhatsApp, Facebook, Instagram and Viber.…
Descriptors: Technology Uses in Education, Student Behavior, Educational Objectives, Information Technology
Lee, Jung Eun June – ProQuest LLC, 2018
Childhood obesity has become a national concern in the U.S. over the past decades. Offering quality physical education programs is one of the effective approaches of a variety of school-based physical interventions. To gain children's attention and their lack of interest in physical movement, physical education teachers have recently employed…
Descriptors: Child Health, Physical Education, Physical Activity Level, Student Motivation
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Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
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Sim, Gavin; Read, Janet C. – British Journal of Educational Technology, 2016
Teaching practices within educational institutions have evolved through the increased adoption of technology to deliver the curriculum and the use of computers for assessment purposes. For educational technologists, there is a vast array of commercial computer applications available for the delivery of objective tests, and in some instances,…
Descriptors: Computer Assisted Testing, Educational Technology, Heuristics, Usability
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Santos, Maria P. M.; Rech, Cassiano R.; Alberico, Claudia O.; Fermino, Rogério C.; Rios, Ana P.; David, João; Reis, Rodrigo S.; Sarmiento, Olga L.; McKenzie, Thomas L.; Mota, Jorge – Measurement in Physical Education and Exercise Science, 2016
The app for the System for Observing Play and Recreation in Communities (iSOPARC®) was developed to enhance System for Observing Play and Recreation in Communities data collection and management. The study aim was to examine the usability and inter-rater reliability of iSOPARC®. Trained observers collected data in 16 park areas in two Latin…
Descriptors: Computer Oriented Programs, Play, Recreational Activities, Observation
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Tucker, Stephen I.; Moyer-Packenham, Patricia S.; Westenskow, Arla; Jordan, Kerry E. – Technology, Knowledge and Learning, 2016
The purpose of this study was to explore relationships between app affordances and user abilities in second graders' interactions with mathematics virtual manipulative touchscreen tablet apps. The research questions focused on varying manifestations of affordance-ability relationships during children's interactions with mathematics virtual…
Descriptors: Manipulative Materials, Grade 2, Elementary School Mathematics, Mathematics Instruction
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de Oliveira, Mayara Lustosa; Galembeck, Eduardo – Journal of Biological Education, 2016
Cell biology apps were surveyed in order to identify whether there are new approaches for modelling cells allowed by the new technologies implemented in tablets and smartphones. A total of 97 apps were identified in 3 stores surveyed (Apple, Google Play and Amazon), they are presented as: education 48.4%, games 26.8% and medicine 15.4%. The apps…
Descriptors: Cytology, Biology, Science Instruction, Telecommunications
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Styliaras, Georgios – Journal of Educational Multimedia and Hypermedia, 2015
Nowadays, the technological advancement in mobile devices has made possible the development of hypermedia applications that exploit their features. A potential application domain for mobile devices is multimedia educational applications and modules. Such modules may be shared, commented and further reused under other circumstances through the…
Descriptors: Technological Advancement, Handheld Devices, Multimedia Materials, Multimedia Instruction
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Webb, Rebecca L.; Bilitski, James; Zerbee, Alyssa; Symans, Alexandra; Chop, Alexandra; Seitz, Brianne; Tran, Cindy – Bioscene: Journal of College Biology Teaching, 2015
The study of embryonic development of multiple organisms, including model organisms such as frogs and chicks, is included in many undergraduate biology programs, as well as in a variety of graduate programs. As our knowledge of biological systems increases and the amount of material to be taught expands, the time spent instructing students about…
Descriptors: Embryology, Biology, College Science, Computer Oriented Programs
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Land, Susan M.; Zimmerman, Heather T.; Choi, Gi Woong; Seely, Brian J.; Mohney, Michael R. – Educational Media and Technology Yearbook, 2015
Given their portability, mobile devices allow users to access information, record field observations, or search databases on-site to identify plant and animal species present in natural, outdoor settings. This paper presents five empirically based design guidelines for mobile learning outdoors that our research team used to design a mobile app to…
Descriptors: Instructional Design, Electronic Learning, Outdoor Education, Informal Education
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