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Fessl, Angela; Wesiak, Gudrun; Rivera-Pelayo, Verónica; Feyertag, Sandra; Pammer, Viktoria – IEEE Transactions on Learning Technologies, 2017
This paper presents a concept for in-app reflection guidance and its evaluation in four work-related field trials. By synthesizing across four field trials, we can show that computer-based reflection guidance can function in the workplace, in the sense of being accepted as technology, being perceived as useful and leading to reflective learning.…
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Workplace Learning, Reflection
Józsa, Krisztián; Barrett, Karen Caplovitz; Morgan, George A. – Electronic Journal of Research in Educational Psychology, 2017
Introduction: School readiness predicts both school and life success, so measuring it effectively is extremely important. Current school readiness tests focus on pre-academic skills; however, mastery motivation (MM: persistent, focus on trying to do a task) and executive functions (EF: planful self-control) are also crucial. Method: The purpose of…
Descriptors: Foreign Countries, Comparative Education, School Readiness, Computer Assisted Testing
Gurevich, Irina; Stein, Hana; Gorev, Dvora – Computers in the Schools, 2017
This research traced changes in choices of technological tools and attitudes toward technology use among novice mathematics teachers at three stages of their professional development: as pre-service teachers, a year later, and in their work as novice teachers. At each stage, the participants were required to evaluate the benefits of technology use…
Descriptors: Foreign Countries, Faculty Development, Beginning Teachers, Mathematics Teachers
Howard, Nicol R.; Howard, Keith E. – International Journal of Educational Technology, 2017
In this two-year study, researchers examined the impact of using tablet technologies across content areas in an urban high school setting. Class observations provided notable examples of how student motivation and learning appeared to be enhanced by use of the iPads in conjunction with opportunities to collaborate and be creative in the context of…
Descriptors: High School Students, Student Motivation, Urban Schools, Handheld Devices
Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Lewis, Stephen T.; Chao, Theodore; Battista, Michael – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
We report on the development and evaluation of MathVision, a mobile-application designed to develop Virtual Professional Learning Communities through asynchronous discussion about 2nd, 3rd, 4th, and 5th grade students' mathematical thinking. MathVision allows teachers to upload videos of problems solving sessions using Cognition Based Assessment…
Descriptors: Video Technology, Handheld Devices, Computer Oriented Programs, Mathematics Teachers
Yeung, Cheuk Yu; Shum, Kam Hong; Hui, Lucas Chi Kwong; Chu, Samuel Kai Wah; Chan, Tsing Yun; Kuo, Yung Nin; Ng, Yee Ling – International Association for Development of the Information Society, 2017
Attributes of teaching and learning contexts provide rich information about how students participate in learning activities. By tracking and analyzing snapshots of these attributes captured continuously throughout the duration of the learning activities, teachers can identify individual students who need special attention and apply different…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Handheld Devices
Calder, Nigel; Murphy, Carol – Mathematics Education Research Group of Australasia, 2017
In this paper, we report on primary-school students' views of their learning experiences when they engaged with mathematical phenomena through apps. The students commented on how they used a range of digital tools within the apps to solve problems, and we consider how the affordances of the mobile technologies, including multi-representation,…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Elementary School Students, Mathematics Instruction
Boyd, Tara K.; Hart Barnett, Juliet E.; More, Cori M. – Intervention in School and Clinic, 2015
Mobile technology has introduced a new communication opportunity for students with autism spectrum disorder. Tablets, like the iPad, allow users to customize applications for their needs. Users also have found iPads to be less stigmatizing because so many people own them and use them for various purposes. In the fast-paced world of technology,…
Descriptors: Autism, Pervasive Developmental Disorders, Educational Technology, Handheld Devices
Keane, Linda; Keane, Mark – Design and Technology Education, 2016
We live in a designed world. STEAM by Design presents a transdisciplinary approach to learning that challenges young minds with the task of making a better world. Learning today, like life, is dynamic, connected and engaging. STEAM (Science, Technology, Environment, Engineering, Art, and Math) teaching and learning integrates information in…
Descriptors: STEM Education, Art Education, Design, Interdisciplinary Approach
Dean, Matthew D. – Innovations in Education and Teaching International, 2016
Social reading can broadly be described as the experience surrounding the reading of electronic books, more commonly known as eBooks. Utilising eTextbooks and social reading at a university offers some powerful potential to engage students and help them succeed in their studies. A broad overview of the current landscape and recent initiatives…
Descriptors: Higher Education, Electronic Publishing, Books, Social Networks
Burton, Suzanne L.; Pearsall, Aimee – Research Studies in Music Education, 2016
Music-based technology is frequently included in early childhood classrooms as an attempt to incorporate music education in the curriculum. However, there is a lack of research that addresses the educational benefits of music-based tablet applications (apps) for young children. Researchers in this study explored the preferences of 4-year-old…
Descriptors: Music Education, Educational Technology, Technology Uses in Education, Handheld Devices
Çakir, Rahman; Aktay, Sayim – Journal of Education and Training Studies, 2016
Smartphones are not just pieces of hardware, they at same time also dip into software features such as communication systems. The aim of this study is to examine primary school principals' experiences with smart phone applications. Shedding light on this subject means that this research is qualitative. Criterion sampling has been intentionally…
Descriptors: Principals, Elementary Schools, Computer Oriented Programs, Foreign Countries
Martincic, Cynthia J. – Information Systems Education Journal, 2016
Mobile application development is currently an important component of CS/IS education. Because of the rapid rate of change in the mobile application field, there are many websites that provide instructional material in tutorial format, but it is difficult to find a textbook that includes mobile application programming assignments and exercises.…
Descriptors: Undergraduate Students, Computer Science Education, Introductory Courses, Programming
Cervini, Cristiana; Solovova, Olga; Jakkula, Annukka; Ruta, Karolina – Research-publishing.net, 2016
Learning has been moving out of classrooms into virtual and physical spaces for over a decade now (Naismith, Lonsdale, Vavoula, & Sharples, 2004). It is becoming mobile "in space", i.e. carried across various domains (workplace, home, places of leisure), "in time", as it encompasses different moments of the day, and in…
Descriptors: Uncommonly Taught Languages, Technology Uses in Education, Educational Technology, Telecommunications