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Gómez-García, Gerardo; Hinojo-Lucena, Francisco-Javier; Alonso-García, Santiago; Romero-Rodríguez, José-María – Education Sciences, 2021
Mobile learning is a resource that can enhance the teaching-learning process of students and improve the training of future teachers. Specifically, augmented reality (AR) technology allows for immersive and experiential learning without the need to leave the classroom. The purposes of this paper were to apply AR technology in the training of…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Moffitt-Carney, Kelsey M.; Duncan, Angela B. – Journal of American College Health, 2021
Objective: This pilot study assessed the feasibility and acceptability of "The Mindfulness App" with college students and the utility of daily text-message reminders for increasing adherence. Participants: Students from a mid-sized Midwestern University (N = 59) during the spring and fall of 2016. Methods: Using a pretest-posttest…
Descriptors: College Students, Metacognition, Mental Health, Computer Oriented Programs
Puhy, Chandler E.; Litke, Shannon G.; Silverstein, Michael J.; Kiely, Jenna R.; Pardes, Adam; McGeoch, Ellen; Daly, Brian P. – Psychology in the Schools, 2021
School psychologists and counselors with large caseloads struggle with delivery of high-quality mental health services in the school setting due to time constraints and competing responsibilities. These providers can benefit from technology solutions that help engage and monitor the mental health of their clients in and out of session. This study…
Descriptors: Counselor Attitudes, Student Attitudes, High School Students, Urban Schools
Pratama, Ahmad R. – Education and Information Technologies, 2021
As mobile devices become more ubiquitous, the benefits of mobile learning (m-learning) can be a great opportunity for educating a vast populace, especially in developing countries. Acceptance of m-learning by individuals is critical for these nations while aiming for a successful implementation of m-learning. A total of 1156 middle and high school…
Descriptors: Electronic Learning, Handheld Devices, Middle School Students, High School Students
Olin-Scheller, Christina; Tanner, Marie; Asplund, Stig-Börje; Kontio, Janne; Wikström, Peter – Scandinavian Journal of Educational Research, 2021
In this article, we focus on smartphone use initiated by students during lessons, with the aim of deepening the knowledge of when and why this use happens. Our methodological approach is video-ethnographic. The empirical data consists of 20 focus students in 9 upper secondary school classes, comprising 70 h of video material. The results show that…
Descriptors: Telecommunications, Handheld Devices, Video Technology, Ethnography
Ürek, Handan; Özdemir, Erdogan; Coramik, Mustafa – Physics Education, 2021
The target of this study is to determine the minimum angle of deviation of a prism which is one of the optical experiments. Thus, the aim is to state the refractive index of a prism. In this context, the Tracker program, which might also be utilized in terms of distance education purposes, was preferred. The videos of the experiments were recorded…
Descriptors: Science Instruction, Physics, Scientific Concepts, Concept Formation
Schmidt, Matthew; Schmidt, Carla; Glaser, Noah; Beck, Dennis; Lim, Mark; Palmer, Heath – Interactive Learning Environments, 2021
Information and communication technologies (ICT) have been widely adopted in the intervention literature for individuals with Autism Spectrum Disorder (ASD). The systematic and predictable nature of ICTs make them particularly attractive for individuals with ASD. One ICT that has potential promise for individuals with ASD is virtual reality (VR).…
Descriptors: Autism, Pervasive Developmental Disorders, Skill Development, Computer Simulation
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
Mathieu, Corinne S. – Classroom Discourse, 2021
As digital technologies proliferate throughout classrooms in the United States, iPads and other mobile tablets have been heralded as tools for enhanced peer collaboration. However, little research has examined exactly how students interact with and around iPads during collaborative learning tasks. This study employs multimodal interaction analysis…
Descriptors: Handheld Devices, Interaction, Cooperative Learning, Second Language Learning
Koh, Joyce Hwee Ling; Kan, Rebecca Yen Pei – Higher Education Research and Development, 2021
Despite continual upgrades, students tend to use the administrative functions of learning management systems more frequently than their learning applications. As learning management systems morph into next generation digital learning environments that are capable of supporting user accessibility through content creation and curation, integrated…
Descriptors: Educational Technology, Technology Uses in Education, Integrated Learning Systems, College Students
Aristov, Michael M.; Moore, John W.; Berry, John F. – Journal of Chemical Education, 2021
Through the implementation of the free website/smartphone application Sketchfab, we have found a simple means to introduce 3D visual tools into the chemistry classroom. Sketchfab stores 3D models and animations with free cross-platform accessibility. Blender is a free 3D modeling tool that has been used to prepare models and animations for…
Descriptors: Chemistry, Science Instruction, Educational Technology, Technology Uses in Education
Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
Islamoglu, Hakan; Kabakci Yurdakul, Isil; Ursavas, Omer Faruk – Educational Technology Research and Development, 2021
The purpose of this study was to develop a mobile learning acceptance model for pre-service teachers and to examine the relationships among technology acceptance factors. The literature on mobile learning acceptance lacks studies on pre-service teachers and studies that include concrete mobile learning scenarios. To overcome these problems, we…
Descriptors: Preservice Teachers, Preservice Teacher Education, Educational Technology, Technology Uses in Education
Yong, Yvonne H. L.; Dutt, Anuradha S.; Chen, Mo; Yeong, Adeline M. – Child Language Teaching and Therapy, 2021
This study compared a picture exchange (PE) system and an iPad®-based speech generating device (SGD) when teaching requesting skills to preschoolers with developmental disabilities and limited functional speech. A multiple baseline design with counterbalancing the order of two instruction conditions across participants was applied to compare the…
Descriptors: Augmentative and Alternative Communication, Preschool Children, Developmental Disabilities, Delayed Speech
Fam, Vivien W.; Holt, Roberta R.; Keen, Carl L.; Scherr, Rachel E. – American Journal of Health Education, 2021
Background: Children often consume up to 30% of calories from snacks that are usually low in nutrient value. Over time, poor dietary choices can contribute to an increased risk of obesity and related health problems. Purpose: Describe the development and utilization of the Self-paced Nutrition Activity on Choices for Knowledge (S.N.A.C.K.)…
Descriptors: Nutrition Instruction, Instructional Effectiveness, Educational Games, Game Based Learning

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