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Broeckelman-Post, Melissa A.; MacArthur, Brenda L. – Journalism and Mass Communication Educator, 2018
The goal of this study was to better understand what students expect from their college instructors in four areas: availability for out-of-class communication (OCC), student workload, in-class time use, and technology policies. Data from 606 participants were collected using an online survey design. Results showed that students' expectations for…
Descriptors: Undergraduate Students, Time Management, Learning Activities, Student Attitudes
Al-Jaberi, Nahil Mohammad – International Journal of Education and Literacy Studies, 2018
This study aims to investigate the level of use of computer software and applications, and how it affects motivation toward e-learning as well as academic performance and achievement. The researcher selected a study sample of 500 male and female undergraduates at Petra University. Furthermore, two scales were implemented for the purpose of this…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Undergraduate Students, Learning Motivation
Lamb, Alexandra J.; Weiner, Jennie Miles – International Journal of Education in Mathematics, Science and Technology, 2018
School districts are increasingly turning to iPads as a mechanism to increase student engagement and achievement and innovate teaching and learning. Research shows this is a feasible, albeit challenging goal. In this article, we examine the case of a large-scale iPad rollout in the Los Angeles Unified School District in 2013. Using institutional…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Abidin, Nurul Aina Syakirah Zainal; Tho, Siew Wei – International Journal of Education and Development using Information and Communication Technology, 2018
The purpose of this research was to design and develop hands-on practical physics activity for the determination of relationship between the fundamental frequency and wavelength of standing waves using open or closed resonance tubes. In this study, an innovative use of smartphone device for the hands-on practical activity was developed with the…
Descriptors: Physics, Science Instruction, College Science, Telecommunications
Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana – International Journal of Game-Based Learning, 2018
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Descriptors: Physical Activities, Qualitative Research, Life Style, Questionnaires
Schugar, Jordan; Schgar, Heather – International Journal of Mobile and Blended Learning, 2018
This article describes how misunderstandings about eTexts may misguide educators when choosing how to incorporate eTexts into teaching and learning. A review of the existing literature finds that generalizations across different types and forms of eTexts and a reader's purpose and proficiency yield only more confusion. However, having a better…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Levin, Michael E.; Stocke, Krista; Pierce, Benjamin; Levin, Crissa – Journal of College Student Psychotherapy, 2018
Online self-help may help increase the reach of mental health services for college students, but little research has examined students' actual interest/use of these resources. An online survey of 389 college students examined intentions and use of online mental health resources as compared with other support options. Findings indicated the highest…
Descriptors: College Students, Online Systems, Self Help Programs, Mental Health Programs
Best, Linda M.; Shelley, Daniel J. – International Journal of Information and Communication Technology Education, 2018
This article examines the effects of the social media applications Facebook, Twitter, Snap Chat/Instagram, Texting and various smartphone applications on academic dishonesty in higher education. The study employed a mixed-methods approach conducted through an emailed question-pro student survey consisting of 20 questions. The results of the study…
Descriptors: Undergraduate Students, Social Media, Cheating, Computer Oriented Programs
Mokhtar, Farha Alia – Online Learning, 2018
With the advancement of digital technology, software and applications are overwhelmingly accessible to teachers and students. Digital designs for teaching and learning are highly encouraged by scholars as they prepare students of today for the demands of the future workforce. Thus, many educators use available social networks for their classrooms.…
Descriptors: Educational Technology, Technology Uses in Education, Computer Software, Social Media
Lally, Vic; Sclater, Madeleine; Brown, Ken – Research in Comparative and International Education, 2018
This paper reflects on some of the themes emerging from a consideration of recent research at the nexus of technologies, learning and culture. The authors comment on the expansive nature of the concept of learning spaces in papers featuring an investigation of technology enhanced learning (TEL) and communication design studios in the UK and…
Descriptors: Educational Technology, Technology Uses in Education, Communications, Design
Kurland, Jacquie; Liu, Anna; Stokes, Polly – Journal of Speech, Language, and Hearing Research, 2018
Purpose: The aim of this study was to determine if a tablet-based home practice program with weekly telepractice support could enable long-term maintenance of recent treatment gains and foster new language gains in poststroke aphasia. Method: In a pre-post group study of home practice outcomes, 21 individuals with chronic aphasia were examined…
Descriptors: Aphasia, Handheld Devices, Neurological Impairments, Outcomes of Treatment
Mouri, Kousuke; Uosaki, Noriko; Ogata, Hiroaki – Educational Technology & Society, 2018
Seamless learning has been recognized as an effective learning approach across various dimensions including formal and informal learning contexts, individual and social learning, and physical world and cyberspace. With the emergence of seamless learning, the majority of the current research focuses on realizing a seamless learning environment at…
Descriptors: Data Collection, Data Analysis, Second Language Learning, Electronic Publishing
Cordero, Kristina; Nussbaum, Miguel; Ibaseta, Valentina; Otaíza, María José; Chiuminatto, Pablo – Journal of Computer Assisted Learning, 2018
Many researchers and educators believe that reading and writing instruction needs to change in order to reflect the multimodal, technological, interactive nature of communication today. To date, few studies have examined how touchscreen devices may influence primary school students' reading and writing practices. Guided by Vygotsky's notion of…
Descriptors: Elementary School Students, Grade 3, Multiple Literacies, Reading Instruction
Callaghan, Melissa N.; Reich, Stephanie M. – Learning, Media and Technology, 2018
Over half of educational apps on mobile-app markets are for preschoolers, but little research has examined whether the designs of preschool apps are truly educational. Preschoolers process information differently from older learners (i.e., shorter attention spans), so app designs should be guided by developmental science. This content analysis of…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Preschool Children
Schaal, Sonja; Otto, Siegmar; Schaal, Steffen; Lude, Armin – International Journal of Science Education, Part B: Communication and Public Engagement, 2018
Geogames are mobile, location-based and location dependent games for devices like smartphones and tablets. As geogames are played outdoors they offer various possibilities for environmental education. The geogame entitled FindeVielfalt "Simulation" is a location dependent game, developed in the BioDiv2Go project, which provides sensory…
Descriptors: Educational Games, Telecommunications, Handheld Devices, Environmental Education

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