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Vergne, Matthew J.; Smith, J. Dominic; Bowen, Ryan S. – Journal of Chemical Education, 2020
An online virtual escape-room game was created using the Google Forms survey app for an undergraduate chemistry lab class. Zoom video conferencing service was used to make the activity a collaborative learning experience. The theme was an escape from an abandoned chocolate factory, and the students solved problems to move to the next section or…
Descriptors: Undergraduate Students, College Science, Chemistry, Distance Education
Randall, Kristina N.; Johnson, Friggita; Adams, Simone E.; Kiss, Christopher W.; Ryan, Joseph B. – Journal of Special Education Technology, 2020
Individuals with intellectual disabilities (ID) often experience a combination of both intellectual and adaptive functioning deficits that impact conceptual, social, and practical domains. These deficits can negatively impact an individual's ability to achieve independence and sustained employment. Fortunately, research has shown assistive…
Descriptors: Telecommunications, Handheld Devices, Assistive Technology, Job Skills
Peixoto, Maria Joelma; Duarte, Paulo A. S.; Araújo, Pedro T.; Pinto, Pedro I. C.; Sarmento, Wellington W. F.; Trinta, Fernando A. M.; Viana, Windson – Informatics in Education, 2020
Mark Weiser coined the term Ubiquitous Computing (UbiComp) describing a future in which everyday life-objects would have embedded computers providing services anytime and anywhere. This paradigm is theme recurrent in many graduate courses of Computer Science around the world. To better understand the challenge of teaching Ubiquitous Computing…
Descriptors: Computer Science Education, Teaching Methods, Handheld Devices, Measurement Equipment
Fichten, Catherine S.; Havel, Alice; Jorgensen, Mary; Arcuri, Rosie; Vo, Chritine – Online Submission, 2020
We compiled a comprehensive list of apps related to coping with academic work by post-secondary students with attention deficit hyperactivity disorder (ADHD) by examining 23 recent sources. Most of these were based on the opinion of single individuals, including persons with ADHD and experts. To discover relatively common apps, we summed the…
Descriptors: College Students, Attention Deficit Hyperactivity Disorder, Students with Disabilities, Coping
Moeyaert, Mariola; Bursali, Semih; Ferron, John – Grantee Submission, 2020
The COVID-19 outbreak emphasizes the need for alternative methods for data gathering and collaboration among researchers in a virtual research environment. One experimental design that is well suited in a social distancing research context is the single-case experimental design (SCD). SCDs can handle disruptions as: (a) they do not require large…
Descriptors: Research Design, Computer Oriented Programs, Research Methodology, Case Studies
Carolyn Anne Bancroft Andrews – ProQuest LLC, 2020
Online learning continues to widen in popularity by providing greater access and flexibility in time and location the learning occurs. There is a shift in the profile of a traditional college student. Almost half of the students who are enrolled in online classes are 24 or older and tend to carry increased time constraints due to external factors…
Descriptors: Assignments, Intervention, Higher Education, Online Courses
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Vojteková, Jana; Vojtek, Matej; Žoncová, Michaela; Repaská, Gabriela – Curriculum and Teaching, 2023
This article presents several examples of digital technologies, such as the use of augmented reality, virtual reality, mLearning, web-based GIS, online applications, and the like, which can be used in the educational process of geography. We also present the methodologies created within the national project called IT Academy - Education for the…
Descriptors: Technology Uses in Education, Educational Technology, Computer Simulation, Geographic Information Systems
Kyle D. Husmann – ProQuest LLC, 2023
For the past two decades, educational intervention research has rallied around the common goal of determining "what works in education" to inform education practice and policy (U.S. Department of Education, 2017). To study individual, contextual, and implementation processes and their interaction with educational interventions requires…
Descriptors: Measurement, Measurement Equipment, Measurement Techniques, Intervention
Zhanxia Yang; Patricia Moore Shaffer; Courtney Hagan; Parastu Dubash; Marina Bers – Grantee Submission, 2023
The aim of this study was to explore how the Coding as Another Language (CAL) curriculum, developed by Boston College's DevTech Research Group and utilizing the ScratchJr app, impacted students' computational thinking, coding skills, and reading comprehension. To accomplish this, the research team randomly assigned thirteen schools in a…
Descriptors: Coding, Second Language Learning, Curriculum Development, Programming Languages
Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
Vincent Cho; Decoteau J. Irby; Katrina Borowiec – Teachers College Record, 2024
Background/Context: In thousands of classrooms throughout the United States and internationally, behavior management apps have become an integral part of schools' discipline machineries. Such apps are designed to help teachers enforce rules, especially when it comes to rewards and punishments within school token economies. To understand how these…
Descriptors: Classroom Techniques, Student Behavior, Computer Oriented Programs, Technology Uses in Education
Trude Hoel; Margrethe Jernes – Early Years: An International Journal of Research and Development, 2024
The scope of digital children's books is increasing rapidly; however, the quality of these books needs consideration in view of the educational context in which they are to be read. In this article, we present seven key strands to support early childhood teachers in selecting high quality for shared dialogue-based reading with groups of children.…
Descriptors: Electronic Books, Picture Books, Childrens Literature, Quality Assurance
Sara Gonçalves; Bárbara Longa; Isabel Barroso; Conceição Rainho; Vítor Rodrigues – Current Issues in Education, 2025
The transformative impact of online tools in post-COVID-19 education is explored through a scoping review encompassing eight fundamental studies. This scoping review uniquely contributes to the existing literature by addressing specific gaps, such as the detailed comparison between pre- and post-pandemic educational practices and the underexplored…
Descriptors: Educational Technology, Technology Uses in Education, Educational Change, COVID-19
AlDakhil, Mada; AlFadda, Hind – English Language Teaching, 2022
After the exceptional circumstances the whole world has experienced due to the COVID-19 pandemic, students have become digital natives who seek learning that overcomes the barriers of place and time. This mixed-methods study aimed at investigating EFL learners' perceptions regarding the application of Busuu in language learning, by applying the…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Attitudes