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Acceptability of "RealConsent": A Sexual Violence Web-Based Risk Reduction Program for College Women
Anne Marie Schipani-McLaughlin; Laura F. Salazar; Ruschelle M. Leone; Dori Balser; Kate Hunley; Kelly Quinn-Echevarria – Health Education & Behavior, 2024
Acceptability of a sexual violence (SV) risk reduction program called "RealConsent" designed for first-year female college students was conducted as part of a larger, randomized controlled trial. "RealConsent" uses web-based and mobile technology to deliver four 45-minute theoretically and empirically derived modules designed…
Descriptors: College Freshmen, Females, Sexual Abuse, Violence
Bing Mei; Wenya Qi; Xiao Huang; Shuo Huang – RELC Journal: A Journal of Language Teaching and Research, 2024
Recent years have witnessed the growing presence of artificial intelligence in language learning apps. Against this backdrop, this technology review provides an overview of the affordances of Speeko and discusses its potential in developing English-as-a-foreign-language students' public speaking skills.
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Speech Communication, Speech Skills
Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Children and Media, 2024
Well-designed math apps can foster children's numeracy development. Although parents are interested in using math apps for their children, the quantity and variability in quality of apps can make app selection challenging. As such, it is important to know how parents evaluate numeracy content in math apps for their children. This study…
Descriptors: Foreign Countries, Numeracy, Computer Oriented Programs, Mathematics Instruction
Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
Robert Babirad – Knowledge Quest, 2024
School librarians have a critical role to play in supporting the use of Ed Tech within our schools. It is an ever-changing field. Additionally, it is often the school librarian who has the unique responsibility of introducing and sharing new technology with their school community. However, school librarians also have the added responsibility of…
Descriptors: School Libraries, Librarians, Library Role, Educational Technology
Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
Leo A. Mamolo; Shalom Grace C. Sugano – E-Learning and Digital Media, 2024
The pandemic brought changes in the educational setup leading all learning institutions to rely on online learning. In instruction, using the e-learning method has increased due to the pandemic. This study investigated the effects of the Digital Interactive Math Comics (DIMaC) mobile App on students' self-efficacy, anxiety, and achievement in…
Descriptors: Student Attitudes, Self Efficacy, Mathematics Anxiety, Mathematics Achievement
Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
Eduarda Sousa-Sá; Natalie Lander; Ahmad Abu Alqumsan; Shehab Alsanwy; Darius Nahavandi; Nicole Toomey; Shady Mohamed; Steven Lewis; Lisa M. Barnett – Journal of Teaching in Physical Education, 2024
Purpose: To refine a motor competence assessment app prototype, enabling its redesign. Method: Workshops were conducted to inform the prototype development. App's usability was evaluated on its ability to communicate relevant information to the teachers (n = 9). A "think out loud" protocol was applied by the users. Results: Both…
Descriptors: Physical Education Teachers, Student Evaluation, Psychomotor Skills, Computer Oriented Programs
Lara Hoareau; Youssef Tazouti – Education and Information Technologies, 2024
Although the acceptance of educational apps and their contributions to learning have been widely researched, none of these studies have examined links between teachers' acceptance of apps and their students' skills. The present study investigated this issue with respect to a new, French-language educational app for helping preschool children…
Descriptors: Educational Technology, Computer Oriented Programs, Preschool Children, Emergent Literacy
Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
Akiyo Hirai; Angelina Kovalyova – Language Learning & Technology, 2024
Speech-to-text applications have great potential for helping students with English language comprehension and pronunciation practice. This study explores the functionality of five speech-to-text (STT) applications (Google Docs voice typing tool, Apple Dictation, Windows 10 Dictation, Dictation.io [a website service], and "Transcribe" [an…
Descriptors: Assistive Technology, English Language Learners, English (Second Language), Articulation (Speech)
Harriet R. Tenenbaum; Jo Van Herwegen – International Journal of Early Years Education, 2024
Many technological applications (apps) purport to help children learn academic material. Building on research in developmental and educational psychology, we developed and tested an app to teach biological and physical science content to preschool children. There were 21 children in the control condition (M[subscript age] = 50.30 months, SD =…
Descriptors: Preschool Children, Elementary School Science, Science Education, Science Instruction
Unggi Lee; Yeil Jeong; Junbo Koh; Gyuri Byun; Yunseo Lee; Youngsun Hwang; Hyeoncheol Kim; Cheolil Lim – Educational Technology & Society, 2024
Debate is a universally acknowledged competency for its vital role in fostering essential skills such as analytical reasoning, eloquent communication, and persuasive argument construction. This is relevant in both formal educational settings like classrooms and informal venues such as after-school clubs. Traditional debate training methods often…
Descriptors: Artificial Intelligence, Debate, Computer Oriented Programs, Technology Uses in Education
Loukil, Faiza; Abed, Mourad; Boukadi, Khouloud – Education and Information Technologies, 2021
The rapid development of blockchain technology has influenced several fields, including financial, healthcare, and supply chain systems. Recently, this technology has also been applied in education thanks to its unique features, including decentralization, trustworthiness, and security. Despite the bright side of blockchain, several concerns…
Descriptors: Adoption (Ideas), Technology Uses in Education, Educational Research, Computer Oriented Programs