Publication Date
In 2025 | 42 |
Since 2024 | 284 |
Since 2021 (last 5 years) | 778 |
Since 2016 (last 10 years) | 1604 |
Since 2006 (last 20 years) | 2056 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Practitioners | 1548 |
Teachers | 667 |
Administrators | 387 |
Researchers | 237 |
Policymakers | 109 |
Students | 51 |
Media Staff | 33 |
Counselors | 28 |
Support Staff | 17 |
Parents | 11 |
Community | 10 |
More ▼ |
Location
Canada | 120 |
Australia | 94 |
California | 70 |
United Kingdom (Great Britain) | 59 |
United Kingdom | 55 |
China | 53 |
Turkey | 49 |
Indonesia | 45 |
New York | 45 |
Japan | 43 |
Texas | 43 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 3 |
Neumann, Michelle M.; Herodotou, Christothea – Childhood Education, 2020
A recent report surveyed 3,154 families and showed that 80% of children age 0-7 use YouTube, and 59% use YouTube Kids. While most young children are likely using their parents' accounts, 11% have their own YouTube accounts and 16% have registered with the YouTube Kids app. On average, children spend 1.39 hours each weekday and 1.47 hours each…
Descriptors: Video Technology, Young Children, Computer Oriented Programs, Use Studies
Siegle, Del – Gifted Child Today, 2020
The Thunkable online platform is an easy-to-use resource for creating apps for mobile devices. Computational thinking is at the heart of problem solving in computer science, and research suggests students' computational thinking improves when they use simple block coding systems similar to the format used for Thunkable.
Descriptors: Gifted Education, Academically Gifted, Technology Uses in Education, Computer Oriented Programs
Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
El-Badramany, Mohamed Atef; Khalifa, Mai Elsayed; Mekky, Dina Samir; Soliman, Noha Mohamed – Contemporary Educational Technology, 2023
The purpose of this study was to investigate the influence of cognitive training (CT) using mobile applications on attentional control and impulsivity among pre-service teachers. Pre-service teachers were divided into two groups: experimental (n=25) and control (n=14) groups, they were selected from a large sample (n=718). Over 28 sessions, the…
Descriptors: Cognitive Development, Training, Computer Oriented Programs, Attention Control
Yin, Xiaomin – Education and Information Technologies, 2023
Innovations in higher music education are a way of reasonable use of information and communication technologies that increase interactivity and facilitate classroom learning. The study aims to evaluate the effectiveness of introducing the application aimed at improving the skill of sheet music reading. Using a mobile app to enhance the perception…
Descriptors: Educational Innovation, Music Education, Musical Instruments, Universities
Manabe, Kinnosuke; Hwang, Wu-Yuin; Chuang, Yan-Wen – Interactive Learning Environments, 2023
Under the traditional English learning context, English as a Foreign Language (EFL) learners have few opportunities to apply their knowledge to a real-life setting. According to situated learning theory, different contexts hold different concepts related to learners' real experiences. The researchers, therefore, integrated drama activity into EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
Ahmed Ashraf Butt – ProQuest LLC, 2023
The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback.…
Descriptors: Prompting, Electronic Learning, Engineering, Learner Engagement
Alejandro Gómez-Camacho; Juan de-Pablos-Pons; Pilar Colás-Bravo; Jesús Conde-Jiménez – Comunicar: Media Education Research Journal, 2023
Instant messaging applications integrated in smartphones have favored the emergence of new digital writing systems, which are characterized by the use of specific spellings called textisms. This study analyses the relationship between the use of textisms and spelling mistakes in academic texts. The methodology applied was descriptive, based on a…
Descriptors: Synchronous Communication, Social Media, Computer Oriented Programs, Handheld Devices
Joanna Kic-Drgas; Ferit Kiliçkaya – Educational Technology Research and Development, 2024
This study explores the digital self-regulatory practices of English as a Foreign Language (EFL) pre-service teachers via mobile applications in the post-pandemic era. The research is motivated by the need to address the absence of literature on the self-regulatory learning behaviours of EFL pre-service teachers in the aftermath of the…
Descriptors: Electronic Learning, Independent Study, Handheld Devices, Computer Oriented Programs
Jack Rutherford; Ross Brisco; Robert Lynch – Design and Technology Education, 2024
Few digital product development tools are used in industry and academia compared to their historic paper-based counterparts. This is surprising as many parts of the product development process have digitised such as communication and Computer-Aided Design. Therefore, a gap in knowledge was identified which informed the development of a novel…
Descriptors: Productivity, Research and Development, Concept Formation, Computer Assisted Design
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Bratlie, Siri Steffensen; Gustafsson, Jan-Eric; Torkildsen, Janne von Koss – Reading Research Quarterly, 2022
Language-minority students constitute a heterogeneous group, both in terms of skills in the majority language and contextual factors, such as language use at home and socioeconomic status. These characteristics may interact with the effectiveness of language instruction programs. This study investigated whether the effectiveness of a digital…
Descriptors: Program Effectiveness, Computer Oriented Programs, Morphology (Languages), Language Minorities
Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
Mettis, Kadri; Väljataga, Terje – International Journal of Mobile and Blended Learning, 2022
The aim of this study was to investigate how mobile outdoor learning supports the development of students' conceptual understanding about local socio-environmental problems and students' attitudes towards the learning activity. To explore these aspects, a study following a design-based research model was designed and conducted with 68 eighth-ninth…
Descriptors: Middle School Students, Outdoor Education, Environmental Education, Social Problems
Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries