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Jones, Janine M.; Lee, Lisa H. – Psychology in the Schools, 2022
As schools are increasingly tasked with improving student outcomes related to both academic and social and emotional wellbeing, digital interventions are becoming utilized as viable tools for successful outcomes. This study aimed to measure the effectiveness of a culturally responsive, art-based mindfulness intervention called L.A.U.G.H.® (Let Art…
Descriptors: Culturally Relevant Education, Educational Technology, Computer Oriented Programs, Handheld Devices
Mallory, Patrick J.; Hampshire, Patricia K. – Preventing School Failure, 2022
With a growing number of students with disabilities participating in online distance education, there is a need to explore support strategies that promote their academic success in these virtual environments. For students with autism spectrum disorders (ASDs), this type of learning environment often lacks the structure and support for them to…
Descriptors: Distance Education, Online Courses, Academic Achievement, Educational Environment
Al-Jarf, Reima – Online Submission, 2022
The present study proposes the integration of mobile fiction Apps (MFAs) in reading instruction to help EFL college students understand the form and content of literary works. It will give examples of fiction Apps that can be downloaded from the Google Play and iPhone App Stores, give the advantages of using MFAs, literary appreciation skills that…
Descriptors: Computer Oriented Programs, Fiction, Second Language Learning, English (Second Language)
Ekoç, Arzu – Shanlax International Journal of Education, 2021
Mobile language learning applications have changed how language is learned and have opened new windows for potential learners. At the convenience of our time, place, comfort and pace, we can learn or revise a language through our mobile gadgets. From the reviewed literature, it is evident that more data is needed to understand the users' views…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
Roberto Enrique Rojas Alfaro – ProQuest LLC, 2021
This study draws on user-driven, design-based collaborative research with participants to research, create, deploy, and measure user-experiences with a mobile App-delivered English for Occupational Purposes (EOP) training prototype that supports workplace adult second language (L2) language learners in three phases. Phase I consisted of a needs…
Descriptors: English for Special Purposes, Second Language Learning, Adult Learning, English (Second Language)
Alison M. C. Lucas – ProQuest LLC, 2021
The academic achievement gap has been present in the United States since the start of public education. Different factors have been noted as key contributors to the achievement gap, including the lack of parent involvement. This study investigates the impact that parental involvement has on student achievement, with specific focus on how a parent…
Descriptors: High Schools, Parent Participation, Achievement Gap, Online Systems
Embacher Martin, Kimberly; McGloin, Rory; Atkin, David – Journal of American College Health, 2018
Objective: This study investigated body dissatisfaction, neuroticism, and sex as potential predictors of calorie-tracking app usage amongst undergraduate college students. Participants: College students (N = 491) were recruited from a large northeastern university in October 2015. Methods: Participants completed an online survey asking about their…
Descriptors: Student Attitudes, Self Concept, Undergraduate Students, Body Composition
Kohls, Christian; Münster, Guido; Dubbert, Dennis; Dural, Meryem – Journal of Interactive Learning Research, 2018
This article describes design patterns of mobile apps for hybrid learning spaces, which often blurs the distinction between digital and non-digital, physical and virtual, online and offline, on-campus and off campus, and academic and non-academic environments. We describe relevant existing design patterns that are helpful for thinking about hybrid…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Lotherington, Heather – International Association for Development of the Information Society, 2018
A recent survey of top-rated mobile(-assisted) language learning (MALL) apps revealed four front-runners on the digital marketplace: three proprietary language course apps: duolingo, Babbel, busuu, and one flashcard/spaced repetition system (SRS): Memrise (Lotherington, 2017). The survey was followed by empirical studies of the embedded…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Philip Vahey; David Reider; Jillian Orr; Ashley Lewis Presser; Ximena Dominguez – International Journal of Designs for Learning, 2018
The ubiquity of touchscreen, mobile tablet technology has resulted in a plethora of "apps for learning" yet few leverage the learning sciences as a design driver. This paper describes our approach to integrating the learning sciences with best practices in app design: a design framework that involves researchers and developers in a…
Descriptors: Evidence Based Practice, Curriculum Design, Best Practices, Computer Oriented Programs
Elizabeth Kiss; Mary Jo Katras; Joan Koonce; Ken Martin; Dena Wise; Katherine Mielitz; Virginia Brown – Journal of Human Sciences & Extension, 2018
This article describes the progression of the Health Insurance Literacy (HIL) Action Team's efforts from the initial charge by the Extension Committee on Organization and Policy (ECOP) of identifying priorities for Cooperative Extension health programming to developing and testing a national mobile messaging campaign designed to change health…
Descriptors: Extension Education, Health Insurance, Health Education, Literacy
Howell, Emily – Reading Teacher, 2017
This teaching tip gives teachers practical applications of the game Pokémon GO for literacy teaching and learning. The author discusses applications of the game for teaching multimodality in upper elementary-school classrooms. The author situates these applications in relevant theoretical perspectives as well as current literacy research.
Descriptors: Teaching Methods, Games, Computer Oriented Programs, Handheld Devices
Nushi, Musa; Eqbali, Mohamad Hosein – Teaching English with Technology, 2017
Technology is changing the way languages are taught and learned. It has provided teachers with new facilities and approaches to teaching that can stimulate learners' interest while challenging their intellect (Blake, 2013, 2016; Stanley, 2013). As an example, new smartphone applications are being developed that make the task of learning ever more…
Descriptors: Telecommunications, Technology Uses in Education, Educational Technology, Second Language Instruction
Pelletier, Kathe; Robert, Jenay; Muscanell, Nicole; McCormack, Mark; Reeves, Jamie; Arbino, Nichole; Grajek, Susan – EDUCAUSE, 2023
Artificial intelligence (AI) has taken the world by storm, with new AI-powered tools such as ChatGPT opening up new opportunities in higher education for content creation, communication, and learning, while also raising new concerns about the misuses and overreach of technology. Our shared humanity has also become a key focal point within higher…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Trends, Higher Education
Eileen Johnson; Jeanne Sanders; Karin Jensen – Biomedical Engineering Education, 2023
Online course delivery has increased in prevalence, particularly due to the onset in 2020 of the COVID-19 pandemic. Biomedical engineering laboratory courses pose unique challenges when transitioning to a remote or hybrid space. Here, we describe a novel approach to online lab delivery to improve student learning and engagement in a required…
Descriptors: Blended Learning, Distance Education, Online Courses, Electronic Learning