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Ingvild Kvale Sørenssen – Contemporary Issues in Early Childhood, 2024
While much has been written about how to implement digital tools for learning and play in early childhood education and care, using a sociomaterial perspective this article seeks to explore what types of activities can be the outcome of appropriating different digital tools, and who or what defines these activities. Employing a sociomaterial…
Descriptors: Foreign Countries, Early Childhood Education, Preschool Children, Handheld Devices
Risda Putri Indriani; Tri Handayani Kurniati; Rizhal Hendi Ristanto – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
High-order cognitive skills (HOCS) are required to solve problems and make decisions. ARVi or augmented reality virus is a learning medium used to enhance HOCS. Aims of this research is to find out the effect of implementing ARVi media on enhancing high-level cognitive skills of students. The research is a quasi-experiment with a pretest-posttest…
Descriptors: Thinking Skills, Problem Solving, Technology Uses in Education, Computer Simulation
Didem Vardar-Ulu; Saif Eldeen Ragab; Swati Agrawal; Shuchismita Dutta – Journal of Microbiology & Biology Education, 2024
Molecular case studies (MCSs) are open educational resources that use a storytelling approach to engage students in biomolecular structure-function explorations, at the interface of biology and chemistry. Although MCSs are developed for a particular target audience with specific learning goals, they are suitable for implementation in multiple…
Descriptors: Computer Simulation, Educational Technology, Molecular Biology, Undergraduate Students
Boyoung Kim; Gyuyoung Ha – Educational Psychology, 2024
This study investigated the protective and risk factors of smartphone addiction at the individual and group levels using multi-level modelling, with a particular focus on extracurricular activities and academic helplessness. Data from the Korea Children and Youth Panel Survey (KCYPS) were used in the analyses. These data included 2,590…
Descriptors: Foreign Countries, Middle School Students, Handheld Devices, Addictive Behavior
Michelle C. Pasco; Anais Roque; Brittany Romanello; Emir Estrada – Field Methods, 2024
Photovoice involves respondents taking photographs of their environment to promote critical discussions and reflect on their experiences. Photovoice empowers marginalized communities and serves to reach policymakers. The Arizona Youth Identity Project (AZYIP) used photovoice with an innovative approach in a multisite research design with a large…
Descriptors: Photography, Social Action, Youth Programs, Research Methodology
I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
Dyah Kumalasari; Hieronymus Purwanta; Suranto Aw – Journal of Education and e-Learning Research, 2024
The purpose of this study is to determine the level of digital literacy related to history among students at Universitas Pendidikan Indonesia (UPI) and the State University of Malang (UM). The recent decline in historical literacy among Indonesians has piqued historians' interest. In this context, the gap between technological potential and…
Descriptors: Foreign Countries, Age Groups, Digital Literacy, History Instruction
Chairul Huda Atma Dirgatama; Sigit Permansah; Dede Rusmana – Journal of Education and Learning (EduLearn), 2024
This research investigates how a mobile-based archive application and digital literacy impact pre-service administrators' understanding of the smart village concept in rural governance. It uses a quantitative approach with a questionnaire given to 100 pre-service administrators to evaluate their attitudes towards these factors. Validity and…
Descriptors: Digital Literacy, Handheld Devices, Telecommunications, Administrators
Alex Morichon; Guillaume Dannhoff; Laurent Barantin; Christophe Destrieux; Igor Lima Maldonado – Anatomical Sciences Education, 2024
Traditional teaching methods struggle to convey three-dimensional concepts effectively. While 3D virtual models and virtual reality platforms offer a promising approach to teaching anatomy, their cost and specialized equipment pose limitations, especially in disadvantaged areas. A simpler alternative is to use virtual 3D models displayed on…
Descriptors: Anatomy, Models, Handheld Devices, Telecommunications
Anna Sui; Wuyou Sui; Jennifer Irwin – Journal of American College Health, 2024
Smartphone ownership and engagement are at an all-time high. Excessive smartphone use may impart smartphone-specific anxiety; specifically, the fear of being unable to access or use one's smartphone, or nomophobia. Young adults, in particular, are at higher risk for nomophobia, given higher ownership of and engagement with smartphones. Notably,…
Descriptors: Handheld Devices, Internet, Addictive Behavior, Anxiety
Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
Chin Ee Loh; Nur Fitri Shazwini Binte Rosli; Maya Ziqing Krishnan – Changing English: Studies in Culture and Education, 2024
Portable mobile technologies and high-speed access to the internet has led to the development of new online-first reading materials such as Korean Manhwa or webtoons, designed for quick consumption on mobile devices. Drawing on in-depth interviews with 11 adolescent girls aged 14 to 15 years old, this study examines why and how adolescents read…
Descriptors: Electronic Publishing, Telecommunications, Handheld Devices, Cartoons
Jane Carter; Pravina Pillay; Tessa Podpadec; Jethro Gina; Nontobeko Khumalo; Ben Knight; Paul Matthews; Lindiwe Mthethwa; Karan Vickers-Hulse – Literacy, 2024
South Africa has low literacy levels and teachers face multiple challenges in their endeavours to elevate levels of literacy. This is especially prevalent in rural and township schools where teachers face the additional challenges of isolation, limited resources and access to professional development. This article reports on the findings and…
Descriptors: Foreign Countries, Rural Schools, Computer Oriented Programs, Reading Instruction
Soumita Chakraborty; Nabin Thakur – Cogent Education, 2024
This study examined students' awareness of the environmental impacts associated with prolonged screen time, specifically during binge-watching sessions. It focused on students' understanding of carbon emissions from electronic devices, binge-watching behaviors, and factors like content preference, duration, and frequency. Potential interventions…
Descriptors: Environment, Conservation (Environment), College Students, Knowledge Level