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Handaru, Calista Devi – International Technology and Education Journal, 2020
This research aims to describe the needs learning media (PKK) in the online learning pandemic Covid-19 situation and to know the interest of students on interactive learning multimedia based on android. This research used a descriptive quantitative method and data were collected by questionnaires and interviews by teachers and students PKK subject…
Descriptors: Vocational High Schools, High School Students, Grade 11, Student Attitudes
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Alqahtani, Saeed S. – Educational Technology Research and Development, 2020
Technology-based interventions have been used to improve reading skills for students with reading difficulties. Thus, many literature reviews and meta-analyses have investigated the effectiveness of this type of intervention; however, constant changes in the technology field make it important to review the most recent studies and how these studies…
Descriptors: Technology Uses in Education, Educational Technology, Intervention, Children
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Vega-Ramírez, Lilyan; Notario, Rubén Olmedilla; Ávalos-Ramos, María Alejandra – Education Sciences, 2020
Mobile telephony has developed exponentially, offering a multitude of services that could be optimal for the educational field of physical and sports activity (PSA). The objective of this research was to analyze the use of smartphone by 40 Spanish teenagers and assess the degree of satisfaction of the Polar Beat application within the subject of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
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Baragash, Reem Sulaiman; Al-Samarraie, Hosam; Alzahrani, Ahmed Ibrahim; Alfarraj, Osama – European Journal of Special Needs Education, 2020
There is a growing interest in using augmented reality (AR) applications to support individuals with special needs, such as intellectual disabilities, autism spectrum disorder, attention deficit hyperactivity disorder, and physical disabilities. The purpose of this study is to further examine the effectiveness of AR applications in improving the…
Descriptors: Computer Simulation, Special Education, Educational Research, Research Design
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Mutisya, Sammy Muteti – Journal of Learning for Development, 2020
This study was carried out with 86 primary school teachers in Kenya's Narok County and explored factors affecting integration of ICT in teaching and learning. Multiple regression was used for data analysis. The results revealed that 32.5% of the variance was explained by the independent and extraneous variables (R[superscript 2] = 0.325, P =…
Descriptors: Technology Integration, Information Technology, Elementary School Teachers, Foreign Countries
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Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
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Shebane, Treasure Lindokuhle; Dehinbo, Johnson – Journal of Computers in Mathematics and Science Teaching, 2020
Virtual Reality (VR) is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. Users interact with VR applications through on-screen toggles or with optional additional devices such as controllers, keyboard and mouse. However, when it comes…
Descriptors: Computer Simulation, Mathematics Instruction, Technology Integration, Academic Failure
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Juniardi, Yudi; Herlina, Lina; Lubis, Arif Husein; Irmawanty; Pahamzah, John – International Journal of Instruction, 2020
This study aims to compare the effectiveness of computer- and mobile-assisted learning on the EFL students' speaking skills development. This research was conducted at one state junior high school in Banten Province, and the numbers of students were thirty students. This research focused on improving students' speaking skill by using Macromedia…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Bhaumik, Rikisha; Priyadarshini, Anita – Asian Journal of Distance Education, 2020
In the backdrop of recent COVID-19 lockdown, the school learners across the country have had the opportunity to experience online mode of learning. This study attempts to find out e-readiness of senior secondary school learners for transition to online learning along with their views on this mode of learning transaction. Quantitative descriptive…
Descriptors: Learning Readiness, Electronic Learning, Online Courses, High School Students
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Bantha, Tapas; Sahni, Sanjeev P.; Yadav, Mohit – International Journal of Higher Education, 2020
There is a growing concern about student incivility in classrooms among academicians and institutional leaders. This study humbly tried to identify various enablers for reducing student incivility in classrooms through an exploratory investigation. This study uses empirical qualitative methods of investigation in a higher educational institution…
Descriptors: Foreign Countries, Student Behavior, Antisocial Behavior, College Students
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Burnett, Cathy; Merchant, Guy; Neumann, Michelle M. – Journal of Early Childhood Literacy, 2020
This article uses a sociomaterial perspective to explore how deficit views of young children's language and literacy are sustained and can be challenged. Foregrounding the notion of multiplicity, it considers how diverse sociomaterial relations work to uphold particular kinds of practice and particular arrangements of bodies and things over…
Descriptors: Emergent Literacy, Young Children, Social Bias, Social Attitudes
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Karakas, Ali; Kartal, Galip – International Journal of Curriculum and Instruction, 2020
Although the key role of utilizing Information and Communication Technology (ICT) tools in foreign language learning and language teacher education is well-established in the literature, understanding the extent to which the student teachers of English are aware of and proficient in using ICT tools remains a key consideration. Therefore, this…
Descriptors: Preservice Teachers, Language Teachers, Web 2.0 Technologies, Handheld Devices
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Hutchison, Kirsten; Paatsch, Louise; Cloonan, Anne – E-Learning and Digital Media, 2020
Imperatives to connect the worlds of home and school, evident in global policies of family engagement and partnership initiatives between teachers and parents to support children's education are viewed as key dimensions of academic success. However, developing ways to meaningfully connect and engage teachers, parents and students in learning…
Descriptors: Family School Relationship, Parent Teacher Cooperation, Educational Technology, Technology Uses in Education
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