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Hashem A. Almusawi; Christopher M. Durugbo – Education and Information Technologies, 2024
Digital technologies promote active, interactive, collaborative, and immersive learning but the challenge of how to prepare teachers effectively for digital technology utilisation in the instructional process remains a pertinent problem for education institutions. Guided by task-technology fit theory, this research delves into technology use by…
Descriptors: Career Readiness, Digital Literacy, Technology Uses in Education, Goodness of Fit
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Sanghee Kang; YouJin Kim – Language Teaching Research, 2024
Although increasing evidence has demonstrated the benefits of mobile technology in diverse aspects of language learning, research on the use of mobiles in task-based instruction has been scarce. Particularly, there has been little research directly investigating predictors of the quality of mobile-assisted, video-making tasks. To fill the gap and…
Descriptors: Foreign Countries, Grade 10, English (Second Language), Second Language Learning
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Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
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Yulia Afanasyeva; Margarita Bratkova; Diana Galoyan; Svetlana Rzanova; Lucia Bombieri – Education and Information Technologies, 2024
The study aims to identify whether interactive touchscreen images affect children's well-being and motivation in the context of inclusive education. It involved 22 students of the inclusive school. The students were in their 1st grade. The average age of the schoolchildren was 7 years. The survey method was the tool that assessed the significance…
Descriptors: Technology Uses in Education, Handheld Devices, Interaction, Well Being
Hannah M. Weiss – ProQuest LLC, 2024
As next-generation space exploration missions require increased autonomy from astronaut crews, real-time diagnostics of astronaut health and performance are essential for mission operations, especially for determining Extravehicular Activity (EVA) readiness. Exposure to microgravity leads to changes in astronaut physiology such as loss of bone…
Descriptors: Computer Simulation, Brain Hemisphere Functions, Sensory Experience, Psychomotor Skills
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Min Zhang; Qiang Jiang; Weiyan Xiong; Qi Li; Wei Zhao – Educational Technology & Society, 2024
Self-directed learning with mobile technology (SDLMT) is critical to students' learning success. However, only minimal research has been conducted on the manner by which significant aspects (e.g., selfefficacy, student engagement) are related to SDLMT. This study analyzed the answers of 485 Chinese students (seventh to ninth grades) who were…
Descriptors: Self Efficacy, Predictor Variables, Secondary School Students, Independent Study
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Man-Chi Lai; Yu-Feng Lin; Sheng-Wei Wang; Ching-Hsiang Shih – Journal of Special Education Technology, 2024
This study investigated the effectiveness of applying a smartphone to reduce the hyperactive/impulsive behaviors of 3 students with attention deficit hyperactivity disorder (ADHD) in class. A smartphone that can simultaneously provide vibration and visual text prompts was adopted in this study to remind the participants when they exhibited…
Descriptors: Telecommunications, Handheld Devices, Prompting, Stimuli
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Kazuki Sekine; Manaka Ikuta – Cognitive Research: Principles and Implications, 2024
Emojis have become a ubiquitous part of everyday text communication worldwide. Cohn et al. (Cognit Res Princ Implic 4(1):1-18, 2019) studied the grammatical structure of emoji usage among English speakers and found a correlation between the sequence of emojis used and English word order, tending towards an subject-verb-object (SVO) sequence.…
Descriptors: Grammar, Coding, Text Structure, Japanese
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Xinyi Wang; Xiaofan Yu – SAGE Open, 2024
Although learning with mobile educational applications (apps) has become popular in higher education, the factors accounting for students' voluntary continuous usage have not yet been investigated fully. This study aims to understand art students' continuance intention by combining the "expectation-confirmation model" ("ECM")…
Descriptors: Art Education, Student Attitudes, Stress Variables, Value Judgment
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Zhi Quan; Lynn Grant; Darryl Hocking – Computer Assisted Language Learning, 2024
As a corpus-assisted method for language pedagogy, DDL (data-driven learning) may have the potential to enhance language exposure and promote active learner engagement. Concordancing, or KWIC (Key Words in Context), has been the traditional method used in DDL to retrieve numerous language examples, while the method has limitations with…
Descriptors: Language Patterns, Language Usage, Second Language Learning, English (Second Language)
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Meggy Hayotte; Prescilia Roubaud; Barbara Bersia; Véronique Nègre; Fabienne d'Arripe-Longueville – Journal of Attention Disorders, 2024
Objective: This study examined the relationships between ADHD symptomatology, the motivations for physical activity (PA) according to self-determination theory, and the acceptability of three PA promotion technologies (active video game, mobile application, and telehealth) according to the dimensions of the unified theory of acceptance and use of…
Descriptors: Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders), Motivation, Physical Activities
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Luis Alberto Laurens-Arredondo – Education and Information Technologies, 2024
The use of technologies in the classroom has become one of the main allies for university teachers in pedagogical innovation, especially during, and after the pandemic. Therefore, the main objective of this article is to investigate how different types of innovative technologies are most effective in increasing motivation among university…
Descriptors: Educational Technology, Student Motivation, Technology Uses in Education, College Students
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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
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Peña L. Bedesem; Brian R. Barber; Kara Rosenblatt – Intervention in School and Clinic, 2024
Students with disabilities may demonstrate high rates of off-task behavior, resulting in poor academic achievement. To decrease students' off-task behavior, teachers can identify student-guided supportive strategies to limit the amount of time they dedicate to behavior management. Moreover, when teachers use effective student-guided strategies…
Descriptors: Technology Uses in Education, Self Evaluation (Individuals), Student Behavior, Students with Disabilities
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Siqi Wang; Jian Li; Qian Liang – Language Learning & Technology, 2024
Drawing on skill acquisition theory (DeKeyser, 2017) and the Information Feedforward and Feedback Loop model (de Bot, 1980), this study aimed to explore the effects of digital zoom technology as a visual reinforcement tool (VRT) in foreign language (FL) pronunciation instruction on learners' segmental production, and learners' attitudes toward and…
Descriptors: Visual Aids, Pronunciation Instruction, Second Language Instruction, Spanish
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