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Bae-Dimitriadis, Michelle – Studies in Art Education: A Journal of Issues and Research in Art Education, 2020
This article introduces a mobile Global Positioning System app created by refugee girls in the United States as a social justice- and community-oriented media art project that provides visual and oral countermapping stories that reflect an anticolonial orientation in their presentation of the city of Buffalo, New York. Through collaborative work…
Descriptors: Refugees, Females, Computer Oriented Programs, Handheld Devices
Christopher, Adam – International Journal on E-Learning, 2020
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom (Richards, 2015). This paper investigates smartphone use for online learning of English among Japanese university students using online surveys and semi-structured interviews. The investigation…
Descriptors: English (Second Language), Second Language Learning, Telecommunications, Handheld Devices
Ioannou, Marianna; Ioannou, Andri – Educational Technology & Society, 2020
The enactment of embodied learning in the authentic classroom introduces new challenges. The educational system has yet to develop a clear vision or learning design models that would guide the implementation of embodied learning using digital technologies and manipulatives. This study presents an example of a learning design for…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Grade 4
Heumos, Tanja; Kickmeier-Rust, Michael D. – Electronic Journal of e-Learning, 2020
Digital games have been successfully applied for the treatment mental health problems such as stress disorders, traumatic disorders, or hyperactivity syndromes. Specifically the treatment of anxiety traits and anxiety disorders such as phobias have been in the focus of game-based treatments in the past. A societal challenge that is increasing in…
Descriptors: Game Based Learning, Mass Media Effects, Anxiety, Computer Games
Alsadoon, Hamadah – International Journal of Education and Literacy Studies, 2020
Electronic books provide learners, lecturers and universities with an extra tool of instructions that can encourage or improve the learning process. The purpose of the current paper is to investigate obstacles students face in using e-books at the Saudi Electronic University. A mixed-method research design was used. Thirty students participated in…
Descriptors: Electronic Publishing, Books, Higher Education, Virtual Universities
Radosavljevic, Slavica; Radosavljevic, Vitomir; Grgurovic, Biljana – Interactive Learning Environments, 2020
The goal of higher vocational education is professional training of students. Teaching contents related to practical training are the most important for preparing students for work in real-life conditions. The mobile learning model presented in this paper analyzes the possibility of implementing augmented reality in the process of educating…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Models
Aoki, Yuki; Ujihara, Shingo; Saito, Takanori; Yuminaka, Yasushi – Physics Education, 2020
We developed a three-dimensional motion tracking system that displays trajectories as augmented reality in real time on a tablet device. The features of this system are as follows: (1) the three-dimensional trajectory can be observed from any direction. (2) Velocity and acceleration can be visualized as augmented reality. The device consists of an…
Descriptors: Computer Simulation, Scientific Concepts, Motion, Science Instruction
Özgen, Caner; Reyhan, Servet – Educational Research and Reviews, 2020
People using the distance education system are students as well as consumers who use the services. In this sense, determining satisfaction with the use of this service is vital to the success of the system. The aim of this study is to determine the relationships between perceived utilitarian performance, expectation confirmation and learning…
Descriptors: Distance Education, Expectation, Student Satisfaction, College Students
Mertala, Pekka – Learning, Media and Technology, 2020
The language used around the digitalization of education tends to be inherently political, value-laden, and deterministic. This position paper scrutinizes this so-called 'Ed-Tech speak' via narrative methodology. The analytical focus is the paradoxes that exist between the normalizing master narratives of Ed-Tech speak and the complexity and…
Descriptors: Technology Uses in Education, Educational Technology, Discourse Analysis, Handheld Devices
Tükel, Yalçin – International Journal of Technology in Education and Science, 2020
The aim of this study was to examine the relationship between smartphone addiction and leisure satisfaction of university students in terms of some variables. In the study, correlational survey research model was used and smartphone addiction and leisure satisfaction of university students were examined with a comparative approach. The population…
Descriptors: Telecommunications, Handheld Devices, Correlation, Addictive Behavior
Al-Soufi, Wajih; Carrazana-Garcia, Jorge; Novo, Mercedes – Journal of Chemical Education, 2020
We present our experience with transferring a four-day photometry and dye-adsorption laboratory experiment to the kitchens of students of Applied Thermodynamics from our degree in "Industrial Chemical Process Engineering". The students designed and built a double-beam photometer using their smartphones and household materials, then…
Descriptors: Science Instruction, Science Laboratories, Laboratory Experiments, Science Experiments
Aarreniemi-Jokipelto, Päivi – Journal of Educational Multimedia and Hypermedia, 2020
Funding from the government has a significant effect on the use of distance learning in Brazil. When funding is cut, distance learning is used less, and vice versa. Most Brazilians own a mobile phone and students are willing to study by mobile learning. However, teachers generally either do not allow the use of mobile devices or do not instruct…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Telecommunications
Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
Açikgül, Kübra; Sad, Süleyman Niha – International Review of Research in Open and Distributed Learning, 2020
The purpose of this study is to develop a valid, reliable, and useful scale to measure high school students' levels of acceptance of mobile technologies in learning mathematics based on the second version of the unified theory of acceptance and use of technology (UTAUT2) model. The study was designed based on a sequential exploratory mixed-method…
Descriptors: High School Students, Student Attitudes, Educational Technology, Technology Uses in Education
Aw, Jonah Kailer; Boellaard, Kevin Christopher; Tan, Teck Kiang; Yap, John; Loh, Yi Ping; Colasson, Benoît; Blanc, Étienne; Lam, Yulin; Fung, Fun Man – Journal of Chemical Education, 2020
Visualization of three-dimensional (3D) elements has always played a huge role in chemistry education. At the same time, it is a challenge to teach with most representations being shown in two-dimensional (2D) media. With the recent rise of extended reality (XR) that includes virtual and augmented reality (VR/AR) technology in higher education,…
Descriptors: Molecular Structure, Science Instruction, Teaching Methods, Computer Simulation

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