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Mbukusa, Nchindo Richardson – Journal of Curriculum and Teaching, 2018
Recently, electronic mobile devices have been widely used for attaining knowledge, asking questions and retrieving information. Mobile devices and their features have been in the glare of publicity for educational purposes. The WhatsApp application instant messaging platform has become the most popular mobile device application regarded as one of…
Descriptors: Student Attitudes, Technology Uses in Education, Synchronous Communication, Electronic Learning
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Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
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Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
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Seow, Poh-Sun; Wong, Suay-Peng – Journal of Education for Business, 2016
The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Accounting
Chusho, Takeshi – International Association for Development of the Information Society, 2016
It is preferable for business professionals to develop web applications which must be modified frequently based on their needs. A website for matching is a typical example because various matching websites for C2C (Consumer to Consumer) have recently been opened in relation to the "sharing economy". In our case studies on end-user…
Descriptors: Foreign Countries, Computer Oriented Programs, Computer Interfaces, Information Technology
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Sundberg, Ross; Cardoso, Walcir – Research-publishing.net, 2016
The time available for classroom language learning is often insufficient for attaining reasonable levels of proficiency in the target language. For this reason, optimising time in the classroom is contingent upon what students are able to do outside of class time. In this paper, we introduce Bande à Part, a mobile application (app) that uses music…
Descriptors: Technology Uses in Education, Educational Technology, Second Language Instruction, Telecommunications
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Karchmer-Klein, Rachel; Mouza, Chrystalla; Harlow Shinas, Valerie; Park, Sohee – Journal of Digital Learning in Teacher Education, 2017
The purpose of this study was to examine patterns evident in the ways middle school teachers, who value technology integration, design instruction that leverages educational applications (app) affordances. Using the pedagogy of multiliteracies (Cope & Kalantzis, 2015) and app affordances of multimodality, collaboration, and interactivity as…
Descriptors: Middle School Teachers, Instructional Design, Technology Integration, Computer Oriented Programs
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Scheffel, Maren; Drachsler, Hendrik; de Kraker, Joop – IEEE Transactions on Learning Technologies, 2017
In collaborative learning environments, students work together on assignments in virtual teams and depend on each other's contribution to achieve their learning objectives. The online learning environment, however, may not only facilitate but also hamper group communication, coordination, and collaboration. Group awareness widgets that visualize…
Descriptors: Cooperative Learning, Electronic Learning, Computer Oriented Programs, Group Dynamics
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Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
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Samsudin, Mat Redhuan; Guan, Tan Tse; Yusof, Anuar Mohd; Yaacob, Mohd Firdaus Che – International Journal of Technology in Education and Science, 2017
Technology in education has been changed the culture of teaching and learning strategies. Teaching and learning theory is the primary basis for reference in carrying out teaching and learning activities. Learning using mobile apps is still new and has not been recognized by the education ministry as an effective learning aid. However, there are…
Descriptors: Computer Oriented Programs, Handheld Devices, Assistive Technology, Educational Technology
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Jordaan, Dawid B.; Laubscher, Dorothy J.; Blignaut, A. Seugnet – International Association for Development of the Information Society, 2017
To enter the world of work, students require skills which include flexibility, critical thinking, problem solving, collaboration and communication. The use of mobile technologies which are specifically created for a context could stimulate motivation in students to recognise the relevance of Mathematics in the real world. South Africa in…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Polymeropoulou, Panagiota – International Association for Development of the Information Society, 2014
In this paper we will investigate the way that the technological progress and the Informatics contributed greatly to the field of Archaeology. There will be analyzed the terms of virtual archaeology and virtual reality in archaeology and there will be an extended reference to the applications and the computer graphics that archaeologists could use…
Descriptors: Archaeology, Computer Simulation, Computer Graphics, Computer Oriented Programs
Snyder, Robin M. – Association Supporting Computer Users in Education, 2014
The Raspberry Pi is a credit card size low powered compute board with Ethernet connection, HDMI video output, audio, full Linux operating system run from an SD card, and more, all for $45. With cables, SD card, etc., the cost is about $70. Originally designed to help teach computer science principles to low income children and students, the Pi has…
Descriptors: Computers, Open Source Technology, Power Technology, Internet
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Cetinkaya, Levent; Sutcu, Selim Soner – Turkish Online Journal of Distance Education, 2019
The purpose of this study is to determine the effects of the multimedia annotations which were sent through instant messaging application WhatsApp on students' success in English vocabulary acquisition together with their opinions on the educational use of WhatsApp and the multimedia annotations. In the study, mixed method model, which combines…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Vocabulary Development
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Hwang, Wu-Yuin; Nguyen, Thi-Huyen; Pham, Xuan-Lam – Journal of Educational Computing Research, 2019
Learning and cognitive ability are necessarily connected. Learning occurs when people engage in a series of cognitive processes. In this study, we examined how English as a foreign language (EFL) learners' cognitive abilities diffuse (i.e., change) effectively from a basic level (i.e., Remember, Understand) to a more advanced level (i.e., Apply)…
Descriptors: Peer Teaching, Tutoring, Tutors, Second Language Instruction
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