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Subramaniam, Suwarna Rani; Muniandy, Balakrishnan – Technology, Knowledge and Learning, 2019
This study investigated the effect of flipped classroom on computer science students' engagement level among pre-university students. Computer science students were observed to be less engaged during the lecture of information system topic. Students fail to answer questions which need them to apply information system concepts into the real world…
Descriptors: Blended Learning, Learner Engagement, Computer Science Education, Lecture Method
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Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
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Kumar, S. Aravindh; Karthikeyan, C. – International Journal of Education and Development using Information and Communication Technology, 2019
Smart phones can be regarded as one of the greatest invention of this century and have become inseparable gadgets from everyone's pocket. The diffusion of smartphones has been widening more rapidly due to its means for communication, gaming, education, entertainment, technical support, information, day to day news coverage, and trading and…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Agricultural Occupations
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Bressler, Denise M.; Bodzin, Alec M.; Eagan, Brendan; Tabatabai, Sara – Journal of Science Education and Technology, 2019
According to the National Research Council, the ability to collaboratively solve problems is of the utmost importance in scientific careers, yet students are not exposed to learning experiences that promote such expertise. Recent studies have found that interdependent roles used within collaborative mobile games are an effective way to scaffold…
Descriptors: Network Analysis, Epistemology, Computer Games, Cooperation
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Puantha, Rattanaporn; Khammarew, Wilaiwan; Tong-on, Anusorn; Saphet, Parinya – Physics Education, 2019
The purpose of this study was to develop a modern experimental apparatus using an Arduino with LabVIEW instead of the classical experiment. The wavelength of the sound was determined using the resonance of an air column. The smartphone app was used to generate the desired frequencies. A sound intensity and ultrasonic sensor was used to read the…
Descriptors: Science Instruction, Science Experiments, Laboratory Equipment, Science Laboratories
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Pombo, Lúcia; Marques, Margarida Morais – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Yavich, Roman; Davidovich, Nitza – Higher Education Studies, 2019
The purpose of this study is to investigate the effect of iPads on children with autism-spectrum disorder (ASD) in three areas: quality of learning, communication skills and social skills, and to determine whether there are any negative effects. We found many studies on this topic. To answer this question, we sent an online questionnaire to past…
Descriptors: Handheld Devices, Autism, Pervasive Developmental Disorders, Communication Skills
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Rodriguez Rocha, Norma Patricia; Kim, Hyekyeong – Health Education & Behavior, 2019
Background: An adequate intake of fruits and vegetables (FVI) has shown benefits for reduced risk of manifesting chronic diseases. Thus, development of effective interventions to promote FVI is paramount. Aim: To assess the effectiveness of eHealth interventions for FVI targeted to healthy population, in comparison with control groups, and…
Descriptors: Food, Nutrition, Eating Habits, Program Effectiveness
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Whittington, Brandon L. – Teaching of Psychology, 2019
Although cell phones are often discussed as a problem in higher education research, the literature focuses largely on disciplinary tactics or integration of phones into the curriculum. The present study provides further support for the use of positive reinforcement to minimize the negative effects of cell phones in the classroom. A…
Descriptors: Psychology, Classroom Environment, Handheld Devices, Telecommunications
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Park, Kyudong; So, Hyo-Jeong; Cha, Hyunjin – Australasian Journal of Educational Technology, 2019
Despite the popular claim that massive open online courses (MOOCs) can democratise educational opportunities, this study suggests that current MOOC platforms are not designed to be accessible and inclusive for learners with disabilities. Our main goals in this study were to identify the needs and barriers that learners with visual impairments face…
Descriptors: Online Courses, Large Group Instruction, Visual Impairments, Access to Education
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Storch, Sharon L.; Juarez-Paz, Anna Victoria Ortiz – International Journal of Mobile and Blended Learning, 2019
Through qualitative measures, this article seeks to explore the efficacy of cell phones within college level instructional design specifically through the eyes of the professor. Three main themes evolved from this data: Pedagogical Approaches, Value, and Setting Behavioral Expectations. Based on interviews with ten college professors regarding…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Telecommunications
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Santoveña-Casal, Sonia – International Review of Research in Open and Distributed Learning, 2019
The main objective of this study was to analyse the influence of social media participation on academic performance. The sample consisted of 1960 students taking one of two courses at undergraduate or postgraduate level, respectively (Faculty of Education, National Distance Education University, Spain), of whom 411 students carried out an activity…
Descriptors: Social Media, Academic Achievement, Undergraduate Students, Graduate Students
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Robles, Heydy; Guerrero, Janitza; Llinás, Humberto; Montero, Pedro – Journal of Information Technology Education: Research, 2019
Aim/Purpose: The purpose of this study was to analyze the online teacher-students' interactions using WhatsApp, an instant messaging tool, and to identify the students' view towards the use of that tool in a law course from a higher education institution in Colombia. Background: WhatsApp is a trending tool that is ultimately being used in academic…
Descriptors: Teacher Student Relationship, Synchronous Communication, Computer Mediated Communication, Legal Education (Professions)
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Curran, Vernon; Gustafson, Diana L.; Simmons, Karla; Lannon, Heather; Wang, Chenfang; Garmsiri, Mahyar; Fleet, Lisa; Wetsch, Lyle – Journal of Adult and Continuing Education, 2019
Mandatory continuing professional education is accepted across many professions as a re-credentialing mechanism to maintain professional competency. Self-directed learning is a widely recognized type of learning to meet mandatory continuing professional education requirements. The nature and characteristics of self-directed learning has been…
Descriptors: Adult Learning, Independent Study, Telecommunications, Handheld Devices
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Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
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