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Larkin, Kevin – Australian Primary Mathematics Classroom, 2016
This article proposes a framework for classroom teachers to use in making pedagogical decisions regarding which mathematical materials (concrete and digital) to use, when they might be most appropriately used, and why. Two iPad apps ("Area of Shapes (Parallelogram)" and "Area of Parallelogram") are also evaluated to demonstrate…
Descriptors: Mathematics, Mathematics Education, Mathematics Instruction, Teaching Methods
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Pitcher, Erich N. – International Journal of Qualitative Studies in Education (QSE), 2016
Previous research about college students' social media usage emphasizes social media "practices," often ignoring the "content" that students' post. Increasing knowledge about the language that college students use to describe their intimate relationships can inform student affairs practice. Using a digital ethnographic data…
Descriptors: College Students, Human Body, Sexuality, Telecommunications
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Böhm, Stephan; Constantine, Georges Philip – Interactive Technology and Smart Education, 2016
Purpose: This paper aims to focus on contextualized features for mobile language learning apps. The scope of this paper is to explore students' perceptions of contextualized mobile language learning. Design/Methodology/Approach: An extended Technology Acceptance Model was developed to analyze the effect of contextual app features on students'…
Descriptors: Telecommunications, Handheld Devices, Student Attitudes, Computer Oriented Programs
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Khaddage, Ferial; Müller, Wolfgang; Flintoff, Kim – Educational Technology & Society, 2016
In this paper a brief review of the framework that addressed mobile learning implementation challenges (pedagogical, technological, policy and research) that was developed by Khaddage et al. (2015) is briefly discussed, followed by possible solutions that could be deployed to tackle those challenges. A unique approach is then applied to bridge the…
Descriptors: Electronic Learning, Informal Education, Computer Oriented Programs, Handheld Devices
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Housand, Angela – Parenting for High Potential, 2016
Today's youth are connected across the street and across the globe in a web of communication like no other generation before. Generation Z, also known as Centennials, are considered "mobile-natives" and are even more technologically savvy then their Millennial predecessors. Nearly three-quarters of children own or have access to a…
Descriptors: Social Networks, Social Media, Handheld Devices, Adolescents
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Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Le, Avery – Computers in Libraries, 2013
Libraries today are determined to meet the expanding needs of their patrons by keeping their services and book collections up-to-date with the rapidly growing technological advances. Many have adapted to the innovative changes seamlessly by integrating new technology trends such as: (1) purchasing more ebook titles; (2) using social media sites…
Descriptors: Law Libraries, Handheld Devices, Library Services, Law Students
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Siegle, Del – Gifted Child Today, 2013
The purpose of this article is to provide a rationale for using iPad technology with young students. Various inexpensive apps are described that parents and educators will find useful. (Contains 9 figures.)
Descriptors: Handheld Devices, Educational Technology, Gifted, Computer Oriented Programs
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Soares, Andrey; Martin, Nancy L. – Information Systems Education Journal, 2015
This paper reports the results of a survey with 40 students enrolled in an Android Application Development course offered during the spring semester of 2013 and 2014. The course used App Inventor to build the apps and required students to have an introduction to programming course as a prerequisite. The survey asked for demographic information and…
Descriptors: Computer Science Education, Computer Oriented Programs, Programming, Advanced Courses
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Huynh, Minh; Ghimire, Prashant – Journal of Information Technology Education: Innovations in Practice, 2015
As mobile devices become prevalent, there is always a need for apps. How hard is it to develop an app, especially a cross-platform app? The paper shares an experience in a project that involved the development of a student services web app that can be run on cross-platform mobile devices. The paper first describes the background of the project,…
Descriptors: Handheld Devices, Computer Oriented Programs, Computer Software, Open Source Technology
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Dunn, Michael – Canadian Journal of Action Research, 2015
Many children struggle with writing. Idea generation, planning, organizing ideas, editing, and encoding a final text all have a part in a child's producing a publishable copy. Part of the challenge for these students is how working memory can be overloaded when initially planning and writing at the same time. To address this issue, the author…
Descriptors: Handheld Devices, Educational Technology, Telecommunications, Technology Uses in Education
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Kulhavy, David L.; Unger, Daniel R.; Hung, I-Kuai; Douglass, David – International Journal of Higher Education, 2015
A senior within a spatial science Ecological Planning capstone course designed an undergraduate research project to increase his spatial science expertise and to assess the hands-on instruction methodology employed within the Bachelor of Science in Spatial Science program at Stephen F Austin State University. The height of 30 building features…
Descriptors: College Seniors, College Curriculum, Research Projects, Experiential Learning
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Wohlwend, Karen E. – Theory Into Practice, 2015
This article examines the digital literacy practices that emerge when young children play together with digital apps on touchscreen devices. Children's collaborative composing with a digital puppetry app on a touchscreen--with many hands all busy dragging, resizing, and animating puppet characters, and many voices making sound effects, narrating,…
Descriptors: Technological Literacy, Technology Uses in Education, Young Children, Puppetry
Abdullah, Mohamed – Online Submission, 2015
The study aims to investigate are using Web 2.0 applications promoting reflective thinking skills for higher education student in faculty for education. Although the literature reveals that technology integration is a trend in higher education and researchers and educators have increasingly shared their ideas and examples of implementations of Web…
Descriptors: Reflection, Thinking Skills, Skill Development, Web 2.0 Technologies
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Aliagas, Cristina; Margallo, Ana María – Literacy, 2017
This paper reports on some data on the effects of screen-based interactivity on children's engagement with storybook apps during family shared book reading that were gathered in a 2-year, small-scale ethnographic case study in Spain. Data analysis focuses on the complex interplay between the storybook app's interactive features and the children's…
Descriptors: Foreign Countries, Children, Responses, Interaction
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