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Munoto, Munoto; Sumbawati, Meini Sondang; Sari, Satriana Fitri Mustika – International Journal of Information and Communication Technology Education, 2021
Mobile phones can be functionalized in the process of learning using cellular devices and computing systems. The present study aims to (1) develop mobile learning applications and (2) find out student responses in the learning process using m-learning. This research used the 4D model (defining, designing, developing, and disseminating) written by…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Garcia, Brittany; Chun, Soo; Kicklighter, Caleb; Mai, Bin; Palma, Marco; Seo, Jinsil Hwaryoung – International Association for Development of the Information Society, 2021
Virtual reality recently expanded to collaborative and social networking environments where users interact with virtual characters (VCs) of various appearances and behaviors, often impacting the quality of experience. In this paper, we present preliminary survey results of perceptions about characteristics of VCs and a user study of a VR lecture…
Descriptors: Computer Simulation, Computer Oriented Programs, Lecture Method, Student Experience
Toedte, Ross J. – ProQuest LLC, 2021
Until thirty-five years ago, climate change was almost exclusively a topic of domain scientists and deeply serious hobbyists. It was only discussed in science journals and at academic colloquia. Therefore, it should not be at all surprising that many fundamental questions persist about how to teach students about climate change science, including…
Descriptors: Student Attitudes, Scientific Attitudes, Knowledge Level, Climate
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O'Neill, Barbara – Journal of Extension, 2019
It is not enough to simply post text in social media messages. Tweets with images garner three times more engagement, such as through likes, retweets, follows, clicks, and comments. Social media messages without accompanying visuals are a missed opportunity. This article describes 10 simple tools and accompanying techniques for creating attractive…
Descriptors: Social Media, Telecommunications, Handheld Devices, Video Technology
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Durr, Sarah Jane; Lotz-Sistika, Heila – International Association for Development of the Information Society, 2019
This paper reviews the research undertaken in a social learning and innovation project focusing on food surplus redistribution, via a mobile application project called 'Food for Us'. This initiative was pilot tested in two study sites, namely Worcester, Western Cape and the Raymond Mhlaba municipality, Eastern Cape in South Africa. In South…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Food
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Colliver, Yeshe; Hatzigianni, Maria; Davies, Ben – Early Child Development and Care, 2020
Young children's digital play environments comprise an increasingly large part of early learning experiences, and are likely to have ongoing and enduring impacts throughout life. Research on early childhood educational (ECE) apps has been predominantly considered from researchers' perspectives, with little consideration of all stakeholders. At the…
Descriptors: Young Children, Play, Early Childhood Education, Computer Oriented Programs
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Al-Imamy, Samer Y. – Education and Information Technologies, 2020
Traditional printed textbooks represented a static medium of knowledge transfer for many years. The advent of technology introduced several digital material encouraged the educational institution to plan for the transfer to e-book and other related digital media. Both printed and digital materials have their own advantages and disadvantages as…
Descriptors: Printed Materials, Electronic Publishing, Textbooks, Computer Simulation
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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
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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
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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
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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
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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
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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
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