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Kapperman, Gaylen; Kelly, Stacy M.; Kilmer, Kylie; Smith, Thomas J. – Journal of Visual Impairment & Blindness, 2017
People with visual impairments (that is, those who are blind or have low vision) have a disadvantage in the process of being selected as a romantic partner. It is further underscored that these difficulties with dating and fitting in among sighted individuals extend beyond formative years into adulthood (Sacks & Wolffe, 2006). Thus, the…
Descriptors: Visual Impairments, Handheld Devices, Telecommunications, Computer Oriented Programs
Potter, Sharyn J.; Moschella, Elizabeth A.; Smith, Delilah; Draper, Nora – Health Education & Behavior, 2020
Sexual assault is a significant problem on college campuses. To date, much of the research on prevention and response has been conducted with students enrolled at traditional 4-year institutions. Limited research exists on 2-year institutions (also known as community colleges), which enroll a more diverse population (e.g., economic, gender,…
Descriptors: Community Colleges, Two Year College Students, Sexual Abuse, Violence
Carreon, Adam; Smith, Sean J.; Rowland, Amber – Journal of Special Education Technology, 2020
Augmented reality (AR) is an emerging technology that can help educators enhance their classrooms. With one-to-one initiatives and application (app) development creating affordable technology, teachers have more access to innovative supports for their students with disabilities' academic, social, emotional, and behavioral skill development. Using…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
Murcia, Karen; Pepper, Coral; Joubert, Mathilda; Cross, Emma; Wilson, Sinead – Issues in Educational Research, 2020
We present research that explored digital coding in an Australian early years learning centre and how it impacted on a focus group of 3 and 4-year-old children's creativity. The questions that guided the design experimental method were: (1) how do young children develop and demonstrate creativity when learning through play with digital coding…
Descriptors: Foreign Countries, Preschool Children, Creative Thinking, Creativity
Zha, Shenghua; Jin, Yi; Moore, Pamela; Gaston, Joe – TechTrends: Linking Research and Practice to Improve Learning, 2020
Researchers and educators have advocated computational thinking (CT) should be integrated into K-12 settings as early as elementary schools. However, there has been a lack of knowledge of how pre-service K-8 teachers would be engaged in the learning of CT and its integration in different subject areas. In this study, we taught a flipped learning…
Descriptors: Preservice Teacher Education, Preservice Teachers, Undergraduate Students, Thinking Skills
Yu, Zhonggen; Yi, Han – International Journal of Mobile and Blended Learning, 2020
Rain Classroom, a mobile learning technology developed in China, has received great popularity. Research into its acceptance and effectiveness, however, remains sparse. Through research instruments, i.e. a questionnaire adapted from the Technology Acceptance Model (TAM), a semi-structured interview and linguistics knowledge tests, both…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Computer Oriented Programs
Ting, Fang Kai; Tan, Kim Hua – Journal of Education and e-Learning Research, 2021
The emergence of new technologies has brought massive changes to teaching and learning processes. In recent years, mobile phones have evolved into effective teaching tools; when used practically, they could improve learning outcomes. The potential of mobile phones as a learning platform has led to a proliferation of research into their…
Descriptors: English (Second Language), Second Language Instruction, Vocabulary Development, Indigenous Populations
Khoirudin, Rori; Ashadi; Masykuri, Mohammad – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
Due to the COVID-19 pandemic, learning activities have encountered obstacles. One of the impacts was the low learning outcomes achieved by students. The purpose of this study was to improve the learning outcomes of junior high school students during the physical distancing period by implementing problem-based learning through Smart Apps Creator 3.…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Salas-Rueda, Ricardo-Adán; Ramírez-Ortega, Jesús; Eslava-Cervantes, Ana-Libia – Contemporary Educational Technology, 2021
This mixed research analyzes the use of the Collaborative Wall to improve the teaching-learning conditions in the Bachelor of Visual Arts considering data science and machine learning (linear regression). The sample is made up of 46 students who took the Geometric Representation Systems course at the National Autonomous University of Mexico (UNAM)…
Descriptors: Foreign Countries, Undergraduate Students, Bachelors Degrees, Visual Arts
James, Kelsey K.; Mayer, Richard E. – Applied Cognitive Psychology, 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow…
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs
Maich, Kimberly; Rutherford, Camille; Bishop, Courtney – Exceptionality Education International, 2019
Twelve pilot project participants with intellectual and/or developmental disabilities used mobile devices (smartwatch and smartphone technology) and individualized apps focused on time management, coping, budgeting, exercise, and safety to support independence and community engagement. Ten participants with intellectual and/or developmental…
Descriptors: Assistive Technology, Intellectual Disability, Developmental Disabilities, Time Management
Rivera, Christopher J. – College Teaching, 2019
Encouraging engagement and collaboration amongst students can sometimes be difficult in university classrooms. Merging current technologies as a platform to incorporate collaborative practices and increasing desired student behaviors could be beneficial. The purpose of this manuscript is to share how a Web application, ClassDojo (2018), was used…
Descriptors: Educational Technology, Classroom Techniques, Cooperative Learning, Undergraduate Students
Baguma, Rehema; Bagarukayo, Emily; Namubiru, Proscovia; Brown, Cheryl; Mayisela, Tabisa – International Journal of Education and Development using Information and Communication Technology, 2019
Most universities in Uganda encourage memorization as the predominant method of learning. This has been partly linked to limited practical pedagogical skills among educators, to effectively engage students to develop Higher Order Thinking Skills (HOTS). Consequently, students are not well prepared for the world after university. WhatsApp Enabled…
Descriptors: Computer Oriented Programs, Thinking Skills, Social Theories, Foreign Countries
Beerse, Megan E.; Van Lith, Theresa; Stanwood, Gregg D. – SAGE Open, 2019
College students are exposed to daily stressors throughout their academic careers, which can have lasting consequences to their health and well-being. Mindfulness practices, art therapy, and the simple act of manipulating clay have independently demonstrated positive effects on stress and anxiety, but there is little research on the feasibility of…
Descriptors: Art Therapy, Biofeedback, Anxiety, College Students
Yoon, Susan A.; Shim, Jooeun; Noushad, Noora – TechTrends: Linking Research and Practice to Improve Learning, 2019
In this study, we build on an emerging trend in socioscientific issues (SSI) education to support action through the use of personally relevant digital tools. We investigate the design of curriculum that integrates SSIs with the design and programming of mobile apps using a design-based research methodology. Through the series of design…
Descriptors: Science Education, Science Curriculum, Curriculum Design, Science and Society