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Cai, Su; Liu, Enrui; Shen, Yang; Liu, Changhao; Li, Shuhui; Shen, Yihua – Interactive Learning Environments, 2020
The development of Augmented Reality technologies has enabled students to learn in an environment that combines learning resources from the real and digital world. This paper integrates three mobile Augmented Reality-based applications into a series of mathematics lessons on probabilities in a junior high school. This paper aims to examine how…
Descriptors: Probability, Mathematics Instruction, Computer Simulation, Instructional Effectiveness
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Berti, Margherita; Maranzana, Stefano; Monzingo, Jacob – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In virtual reality, language learners can experience the foreign culture by exploring authentic and contextualized learning environments. To date, there is a lack of studies investigating the use of highly immersive virtual reality for cultural understanding as well as learners' attitudes toward its implementation in the language classroom. This…
Descriptors: Cultural Awareness, Stereotypes, Italian, Second Language Learning
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Amhag, Lisbeth – International Journal of Mobile and Blended Learning, 2020
The aim of this study is to contribute knowledge about what characterizes students' capabilities to reflect on and self-assess their professional development during four school based vocational training courses in distance higher education. What abilities and challenges appear in their written reflections and self-assessments with critical…
Descriptors: Reflection, Self Evaluation (Individuals), Vocational Education, Electronic Learning
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McHugh, Martin; McCauley, Veronica; Davison, Kevin; Raine, Robin; Grehan, Anthony – Technology, Pedagogy and Education, 2020
This article elucidates a participatory design process in which a prototype iBook was embedded within the context of secondary science classrooms through multiple interventions. The fundamental design intention of the iBook is to increase students' ocean literacy in a curriculum that lacks marine science. Two e-learning ecologies were identified…
Descriptors: Electronic Publishing, Secondary School Students, Science Instruction, Intervention
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León-Pérez, Francisco; Bas, María-Carmen; Escudero-Nahón, Alexandro – Comunicar: Media Education Research Journal, 2020
The current labor market demands new qualities and knowledge from recent university graduates, including digital skills, and there is not enough research on the self-perception of students in this regard. The objective of this study was to measure student self-perception about their own 21st century digital skills related to the use of information…
Descriptors: Self Concept, College Students, Student Attitudes, Technological Literacy
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Ameri, Arefeh; Khajouei, Reza; Ameri, Alieh; Jahani, Yunes – Biochemistry and Molecular Biology Education, 2020
Currently, traditional paper methods may not effectively be used in education due to lack of access, outdated content, and poor graphics. Education through mobile-based applications is one of the alternative solutions. The objective of this study was to develop and evaluate LabSafety educational application and its effect on promoting the…
Descriptors: Biochemistry, Pharmaceutical Education, Computer Assisted Instruction, Telecommunications
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Pechenkina, Ekaterina – Teaching & Learning Inquiry, 2020
This article queries the notion of impact in studies of teaching and learning located within the field of Scholarship of Teaching and Learning (SoTL). Grounded in literature focused on measuring and challenging the impact in SoTL, and primarily on the "what works" question, the author proposes a rubric by which to judge various levels…
Descriptors: Scholarship, Instruction, Learning, Program Effectiveness
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Nshimbi, Jacob C.; Serpell, Robert; Westerholm, Jari – South African Journal of Childhood Education, 2020
Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1-4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Garcia-Carballeira, Felix; Calderon-Mateos, Alejandro; Alonso-Monsalve, Saul; Prieto-Cepeda, Javier – IEEE Transactions on Learning Technologies, 2020
Our educational project has three primary goals. First, we want to provide a robust vision of how hardware and software interplay, by integrating the design of an instruction set (through microprogramming) and using that instruction set for assembly programming. Second, we wish to offer a versatile and interactive tool where the previous…
Descriptors: Instructional Design, Computer Simulation, Technology Integration, Programming
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Abe, Makoto; Roever, Carsten – CALICO Journal, 2020
Employing a CA-inspired methodological approach, this study investigates L2 learners' interactional competence for dyadic interaction via text chat. Fifty-three dyads of Japanese learners of English at three proficiency levels (high, mid, and low) participated in this study, where they worked on three discussion tasks in L2 English. The data were…
Descriptors: Second Language Learning, Second Language Instruction, Language Proficiency, Computer Mediated Communication
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Kim, Minjin; Lee, Haeok; Kiang, Peter; Aronowitz, Teri; Sheldon, Lisa Kennedy; Shi, Ling; Allison, Jeroan J. – Health Education & Behavior, 2020
Korean American women have substantially greater incidence rates of cervical cancer and the lowest rates of cervical cancer screening in the United States. However, there has been minimal research to promote human papillomavirus (HPV) vaccination among this population. A pilot randomized controlled trial was conducted to evaluate preliminary…
Descriptors: Story Telling, Telecommunications, Handheld Devices, Educational Technology
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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Theodorou, Paraskevi; Meliones, Apostolos – Education Sciences, 2020
The development of mobile apps, which are either suitably adapted or especially designed for use by sensory-deprived people, have contributed significantly to the continuously increasing adoption of digital assistive technologies by people with disabilities. Throughout the design of two assistive navigation mobile apps for blind and visually…
Descriptors: Visual Impairments, Assistive Technology, Computer Software, Telecommunications
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Hatzigianni, Maria; Stevenson, Michael; Bower, Matt; Falloon, Garry; Forbes, Anne – European Early Childhood Education Research Journal, 2020
This paper will focus on children's views on their making and design capabilities. There is a paucity of research investigating learning in makerspaces particularly for younger children. Theoretical ideas based on constructionism (Papert), Vygotsky (socio-constructivism) and Dewey's pragmatic, inquiry based and reflective learning underpin this…
Descriptors: Childrens Attitudes, Shared Resources and Services, Design, Constructivism (Learning)
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Buldu, Metehan; Tugçe-Karar, Elif; Özyurt, Müjgan – African Educational Research Journal, 2020
The aim of the current study is to investigate the use of screen in young children before and during the pandemic and the attitudes of mothers towards their children's screen-viewing time. To achieve this, 20 mothers who have children between 1.5 and 6 years-old included in the study. The design of this qualitative study is phenomenology to…
Descriptors: Young Children, COVID-19, Pandemics, Mother Attitudes
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