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Muhammad Asif; Riasat Ali; Naila Jamil – Journal of Education and Educational Development, 2024
This study examined problem-based learning in blended learning classrooms for practicing mathematical problems in an emergency situation, such as Covid-19. For this purpose, a three-week program was framed in contrast to traditional teaching, aiming at enrichment and not remediation, for a group of fifty students' studying mathematics in a science…
Descriptors: Blended Learning, Problem Based Learning, Telecommunications, Handheld Devices
Subigya K. Nepal – ProQuest LLC, 2024
The integration of behavioral sensing and Artificial Intelligence (AI) has increasingly proven invaluable across various domains, offering profound insights into human behavior, enhancing mental health monitoring, and optimizing workplace productivity. This thesis presents five pivotal studies that employ smartphone, wearable, and laptop-based…
Descriptors: Artificial Intelligence, Handheld Devices, Influence of Technology, Technological Advancement
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Denis Dyvee Errabo; Areeya Amor Ongoco – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The principal aim of the research was to develop Interactive Mobile Learning Modules (IMLM) as an approach to innovative teaching practices in online distance education. Design/methodology/approach: The study employed educational action research, using a quasi-experimental design catering to ninth-grade students (N = 104) attending a…
Descriptors: Handheld Devices, Telecommunications, Experiential Learning, Learner Engagement
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Karaoglan Yilmaz, Fatma Gizem – Technology, Pedagogy and Education, 2022
The purpose of this study is to examine the effect of student satisfaction on students' engagement and motivation in a mobile-based flipped classroom. A total of 222 university students taking the Computing I course designed as a mobile-based flipped classroom were recruited. Data were collected through three self-report instruments: the…
Descriptors: Flipped Classroom, Learner Engagement, Student Motivation, Student Satisfaction
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Marty, Mathieu; Joniot, Sabine; Pomar, Philippe; Bailleul-Forestier, Isabelle; Monsarrat, Paul – Technology, Pedagogy and Education, 2022
The purpose of this study was to assess the impact, and students' and teachers' perceptions, of using smartphones as clickers during formal lectures. This was an observational study based on a qualitative analysis of semi-structured interviews. Forty French dental students received conventional lectures, and 40 additionally used the Socrative®…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Domi´nguez Alfaro, Jessica Lizeth; Gantois, Stefanie; Blattgerste, Jonas; De Croon, Robin; Verbert, Katrien; Pfeiffer, Thies; Van Puyvelde, Peter – Journal of Chemical Education, 2022
Traditionally, laboratory practice aims to establish schemas learned by students in theoretical courses through concrete experiences. However, access to laboratories might not always be available to students. Therefore, it is advantageous to diversify the tools that students could use to train practical skills. This technology report describes the…
Descriptors: Science Instruction, Science Laboratories, Telecommunications, Computer Simulation
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Yu, Jie; Zhou, Xing; Yang, Xiaoming; Hu, Jie – Computer Assisted Language Learning, 2022
The issues of whether mobile-assisted English as a foreign language (EFL) reading is effective have become increasingly important for EFL teachers and policy-makers. However, empirical studies investigating EFL students' reading comprehension performance on mobile phones and students' perceptions of these reading formats are lacking. The present…
Descriptors: English (Second Language), Second Language Instruction, Telecommunications, Handheld Devices
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Chettaoui, Neila; Atia, Ayman; Bouhlel, Med Salim – Journal of Educational Computing Research, 2022
Embodied learning pedagogy highlights the interconnections between the brain, body, and the concrete environment. As a teaching method, it provides means of engaging the physical body in multimodal learning experiences to develop the students' cognitive process. Based on this perspective, several research studies introduced different interaction…
Descriptors: Learning Modalities, Educational Technology, Technology Uses in Education, Elementary School Students
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Urlaub, Per; Dessein, Eva – L2 Journal, 2022
This article argues that consumer-oriented machine translation software applications are disrupting foreign language education. In order to mitigate this impact, the article provides guidance on how to transform teachers' perceptions of online translators. This process is a critical precondition for the gradual and thoughtful implementation of…
Descriptors: Translation, Computational Linguistics, Teaching Methods, Computer Software
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Henry, Alastair – ELT Journal, 2022
In many contexts of contemporary ELT, the L2 can be widely encountered beyond the classroom. In these settings, teachers need to maximize opportunities for meaningful participation. Digital video production (DVP) provides one such opportunity. Little, however, is known about the types of DVP common in particular contexts of ELT, the extent to…
Descriptors: Learner Engagement, Handheld Devices, Computer Software, Video Technology
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Mittmann, Gloria; Woodcock, Kate; Dörfler, Sylvia; Krammer, Ina; Pollak, Isabella; Schrank, Beate – Journal of Early Adolescence, 2022
Early adolescents are frequent users of online communication tools (OCTs). Yet, we have limited knowledge about how OCTs influence this population and their friendships. We sought opinions of 938 Austrian early adolescents on the role of OCTs for their friendships via a questionnaire and 207 focus groups. Thematic analysis was used to analyze the…
Descriptors: Social Media, Video Technology, Photography, Computer Mediated Communication
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Hebebci, Mustafa Tevfik; Bertiz, Yasemin; Alan, Selahattin – International Society for Technology, Education, and Science, 2022
Today's digital games attract the attention of many people from various age groups. Some sources suggest that acquaintance with digital games is as low as three years old. When digital games are evaluated from a general perspective, it is seen that the largest user group is individuals in adolescence and youth period. Individuals at this age spend…
Descriptors: Computer Games, Addictive Behavior, Student Attitudes, Physical Health
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Phayponpruek, Kanokwan; Nuangchalerm, Prasart – Journal of Education and Learning (EduLearn), 2022
The study explored primary teachers and students' anxiety toward online instruction during COVID-19 pandemic, the factors affecting anxiety related to online instruction of students and teachers in primary school. This research study was designed to collect data from primary teachers and students on the factors that affect anxiety in online…
Descriptors: Elementary School Teachers, Anxiety, Distance Education, Electronic Learning
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Nouri, Ali; Zandi, Taleb; Etemadizade, Hedayatollah – Research in Learning Technology, 2022
This study was conducted to examine the influence of access to and use of information and communication technology (ICT) on academic achievement and motivation. Data were collected from 300 students (12- to 16-year-old; 160 boys) from Sanandaj, Iran. The ICT Familiarity Questionnaire was used to assess the level of students' access to and use of…
Descriptors: Foreign Countries, Secondary Education, Information Technology, Telecommunications
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Taylor, Zach W.; Meghani, Sana A.; Nguyen, Lizeth – Strategic Enrollment Management Quarterly, 2022
This study analyzed six months of student feedback from a text messaging program serving 40 Minority-Serving Institutions (MSIs) in the United States immediately after the World Health Organization declared COVID-19 a global pandemic in March 2020. Findings suggest institutions of higher education could have communicated curricular models and…
Descriptors: College Students, COVID-19, Pandemics, Handheld Devices
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