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Najmuldeen, Hanan A. – World Journal of Education, 2017
The present study aims to evaluate the impact of educational games-based iPad applications on the development of social studies achievement and learning retention. Sample consisted of (48) sixth grade primary students in Jeddah. The author adopted Quasi-experimental design of the experimental and control groups. She also provided the teacher a…
Descriptors: Educational Games, Handheld Devices, Academic Achievement, Social Studies
Moser, Gary P.; Morrison, Timothy G.; Wilcox, Brad – Reading Psychology, 2017
A quasi-experimental study examined effects of a 10-week word structure intervention with fourth-grade students. During daily 10-15-minute practice periods, students worked individually with mobile apps focused on specific aspects of word identification. Pre- and post-treatment assessments showed no differences in rate and accuracy of oral reading…
Descriptors: Quasiexperimental Design, Grade 4, Elementary School Students, Intervention
Baker, Emily – Primary Science, 2014
Over a quarter of British households now own at least one tablet device, an increase of 63% in the 12 months from February 2013 (Internet Advertising Bureau UK, 2014). This trend has expanded into the classroom, with more schools either providing their pupils with an individual tablet device or encouraging parents to purchase them outright or via…
Descriptors: Foreign Countries, Elementary School Science, Science Instruction, Educational Technology
Kahle, David – Journal of Statistics Education, 2014
In this article, I introduce a novel applet ("module") for exploring probability distributions, their samples, and various related statistical concepts. The module is primarily designed to be used by the instructor in the introductory course, but it can be used far beyond it as well. It is a free, cross-platform, stand-alone interactive…
Descriptors: Monte Carlo Methods, Learning Modules, Probability, Statistical Distributions
Gibbone, Anne; Perez, Samantha L.; Virgilio, Stephen J. – Strategies: A Journal for Physical and Sport Educators, 2014
The purpose of the article is to illustrate how a physical education program uses mobile devices to motivate at-risk girls attending an urban charter school. Permitting students to use mobile devices in physical education gives students a "technological freedom" that has been removed in other contexts. The apps described in this article…
Descriptors: Physical Education, Handheld Devices, Student Motivation, At Risk Students
Clarkson, Jessica – International Association for Development of the Information Society, 2014
This paper presents the development process and framework used to construct a transportation app that uses situated learning, augmented reality, and communities of practice. Autism spectrum disorder (ASD) is a neurodevelopmental disorder that can cause social impairments as well as the limit the potential for the individual to achieve independence…
Descriptors: Autism, Pervasive Developmental Disorders, Communities of Practice, Computer Simulation
Javorsky, Kristin H. – ProQuest LLC, 2014
This dissertation sought to produce and empirically test a theoretical model for the literacy construct of print concepts that would take into account the unique affordances of digital picture books for emergent readers. The author used an exploratory study of twenty randomly selected digital story applications to identify print conventions, text…
Descriptors: Electronic Publishing, Picture Books, Printed Materials, Emergent Literacy
Privacy Technical Assistance Center, 2014
Today's classrooms increasingly employ on-demand delivery of personalized content, virtual forums for interacting with other students and teachers, and a wealth of other interactive technologies that help foster and enhance the learning process. Online forums help teachers share lesson plans; social media help students collaborate across…
Descriptors: Privacy, Information Security, Online Systems, Internet
Ditzler, Christine; Hong, Eunsook; Strudler, Neal – Journal of Research on Technology in Education, 2016
New technologies are a large part of the educational landscape in the 21st century. Emergent technologies are implemented in the classroom at an exponential rate. The newest technology to be added to the daily classroom is the tablet computer. Understanding students' and teachers' perceptions about the role of tablet computers is important as this…
Descriptors: Handheld Devices, Educational Technology, Teaching Methods, Middle School Students
Slowmation: A Twenty-First Century Educational Tool for Science and Mathematics Pre-Service Teachers
Paige, Kathryn; Bentley, Brendan; Dobson, Stephen – Australian Journal of Teacher Education, 2016
Slowmation is a twenty-first century digital literacy educational tool. This teaching and learning tool has been incorporated as an assessment strategy in the curriculum area of science and mathematics with pre-service teachers (PSTs). This paper explores two themes: developing twenty-first century digital literacy skills and modelling best…
Descriptors: Teaching Methods, Mathematics Instruction, Science Instruction, Preservice Teachers
Exploring Flipboard to Support Coursework: Student Beliefs, Attitudes, Engagement, and Device Choice
Hornik, Steven; deNoyelles, Aimee; Chen, Baiyun – TechTrends: Linking Research and Practice to Improve Learning, 2016
The purpose of the study is to explore the use of a mobile application called Flipboard, which facilitates the curation of digital content into a magazine-like product, to engage students in class discussion and participation in a college course. Research questions include: (1) What were students' beliefs and attitudes regarding the use of…
Descriptors: College Students, Handheld Devices, Computer Oriented Programs, Discussion (Teaching Technique)
Teine, Matthias; Beutner, Marc – International Association for Development of the Information Society, 2016
In accelerating fast changing knowledge-based and information societies such like the European Union technology dominates most facets of our everyday lives, and learning activities as well. Unfortunately, particularly seniors and elderly people suffer the risk to be left behind, and that the digital divide becomes bigger. This is problematic…
Descriptors: Electronic Learning, Older Adults, Adult Learning, Instructional Design
Ward, David; Hahn, Jim; Mestre, Lori S. – Journal of Learning Spaces, 2015
To explore how libraries might integrate student perspectives and needs into their mobile development workflow, one large academic research library developed a fun, collaborative design methodology in order to stimulate student creativity. As part of a national IMLS (Institute for Museums and Library Services) grant, "The Student/Library…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Undergraduate Students
Medzini, Arnon; Meishar-Tal, Hagit; Sneh, Yael – International Research in Geographical and Environmental Education, 2015
In recent years, cellular phones and tablets have become increasingly more prevalent and popular. Due to their great mobility, light weight and ability to serve as a platform for various applications, these devices are ideal candidates for supporting out-of-classroom learning. Geography teachers in the twenty-first century must become familiar…
Descriptors: Geography, Geography Instruction, Handheld Devices, Technology Integration
Pastel, Robert; Seigel, Marika; Zhang, Wei; Mayer, Alex – ACM Transactions on Computing Education, 2015
Experience working in multidisciplinary teams is important both to prepare Computer Science (CS) students for industry and to improve their communication with teammates from disciplines other than their own. This article describes the evolution and results of collaborations among three courses: an undergraduate CS course about user interface…
Descriptors: Interdisciplinary Approach, Group Dynamics, Authentic Learning, Student Projects