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Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists
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Kate Freiberg; Ross Homel; Sara Branch; Jacqueline Allen; Tara Renae McGee; Daniela Vasco; Kathy Haskard – Applied Developmental Science, 2024
The need for a new measure of social-emotional wellbeing for children 6--12 years emerged in our collaboration with schools and community agencies in a disadvantaged region of Brisbane, Australia. Our search for an age-appropriate medium led us to develop "Clowning Around", a computer game generating data which was assessed for validity…
Descriptors: Psychometrics, Measures (Individuals), Social Development, Emotional Development
David A. Cypriano – ProQuest LLC, 2024
Recent advances in mobile technologies have prompted their investigation as tools for language learning. Mobile-assisted language learning (MALL) offers the advantage of flexible language support, enabling learners to choose when and where they learn and the methods that suit them. The constant connectivity of modern mobile phones allows learners…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Technology Uses in Education
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Sri Dhivya; K. Gurusamy; E. Balamurali – Australian Journal of Applied Linguistics, 2024
In our modern, technology-driven, and interconnected world, providing students with strong English communication skills is essential to prepare them for the future workforce. Education 4.0 refers to the integration of advanced technologies, such as artificial intelligence (AI), virtual reality, and the Internet of Things, to enhance and…
Descriptors: Computer Oriented Programs, English for Special Purposes, Technology Uses in Education, Second Language Learning
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Hyeonho Yu; Hans van der Mars; Pamela Hodges Kulinna; Peter Hastie – Physical Educator, 2024
In schools, digital technology has been used to record students' motor skill performance to create records of skill execution and the tactical dimension of game performance. Informed by the Technological Pedagogical Content Knowledge framework, this study determined a physical education teacher and students' perceptions about using a motion…
Descriptors: Physical Education Teachers, Teacher Attitudes, Student Attitudes, Physical Education
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Matt Kessler; Shawn Loewen; Talip Gönülal – Computer Assisted Language Learning, 2025
Despite the influx of research examining various aspects of mobile-assisted language learning (MALL) applications (apps) over the past two decades, there have been no head-to-head studies that have investigated the comparative effectiveness of different mobile apps. The current study addresses this gap by directly comparing two of the most…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Second Language Learning
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Adkins, Deborah – Journal of Early Childhood Research, 2021
Early learning assessment is a necessary mechanism for understanding skills children possess and to inform their instruction. Assessing early learners is different in many aspects than assessing older students. Considerations such as mode of assessment, supports necessary to obtain instructionally relevant data, and the impact of feedback for…
Descriptors: Student Evaluation, Computer Oriented Programs, Self Evaluation (Individuals), Toddlers
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Tóth, Tomás; Lovászová, Gabriela – Informatics in Education, 2021
In education, we have noticed a significant gap between the ability of students to program in an educational visual programming environment and the ability to write code in a professional programming environment. The aim of our research was to verify the methodology of transition from visual programming of mobile applications in MIT App Inventor 2…
Descriptors: Foreign Countries, Computer Science Education, Programming, Coding
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Antonie Alm – Educational Linguistics, 2021
The suitability of mobile apps for language learning finds increasing recognition in the field of language education. Recent research investigates the new learning experiences apps provide, taking the perspective of the language learner. This chapter seeks to contribute to this new line of autoethnographic research. As researcher-participant, I…
Descriptors: Telecommunications, Computer Oriented Programs, Second Language Learning, Spanish
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DiGiacomo, Daniela Kruel; Greenhalgh, Spencer; Barriage, Sarah – TechTrends: Linking Research and Practice to Improve Learning, 2022
ClassDojo is a classroom communication and behavior management app intended to "bring every family into [the] classroom" (www.classdojo.com). The features of the platform include a points system to facilitate classroom management, instant teacher-parent communication (on the individual or class level), and student portfolios (among…
Descriptors: Student Attitudes, Administrator Attitudes, Principals, Classroom Techniques
DiDomenico, Justin A. – ProQuest LLC, 2022
Students with autism spectrum disorder (ASD) experience skill deficits when interacting with typical peers, which can inhibit their ability to form friendships and participate in inclusive educational settings. In the current study, the researcher evaluated the effects of delivering textual prompts using an Apple Watch® to increase appropriate…
Descriptors: Handheld Devices, Technology Uses in Education, Computer Oriented Programs, Autism Spectrum Disorders
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Markouzis, Dimitrios; Baziakou, Aikaterini; Fesakis, Georgios; Dimitracopoulou, Angelique – International Journal of Mobile and Blended Learning, 2022
In recent years more and more people use their mobile phones daily for work or entertainment. The increasing use of mobile devices has led researchers to seek new ways of learning with their support, beyond the confines of formal education. The increasing computing power of mobile devices has contributed to the emergence of new, rapidly evolving…
Descriptors: Foreign Countries, Handheld Devices, Electronic Learning, Simulated Environment
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Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
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Can, Yusuf; Aksoy, Mehmet Akif; Aksoy, Esra; Narli, Serkan – Journal of Educational Technology and Online Learning, 2022
The number and variety of educational mathematics mobile applications (EMMAs) make it difficult to select mobile applications for mathematics learning and teaching. Therefore, in this study, multi-criteria decision-making (MCDM) techniques, which are effectively used in a wide variety of disciplines, were applied to choose among alternative…
Descriptors: Educational Technology, Computer Oriented Programs, Mathematics Education, Mathematical Applications
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Özaydin Aydogdu, Yildiz; Yalçin, Nursel – Malaysian Online Journal of Educational Technology, 2020
Adaptive educational hypermedia is an environment that offers an individualized learning environment according to the characteristics, knowledge and purpose of the students. In general, adaptive educational hypermedia, a user model is created based on user characteristics and adaptations are made in terms of text, content or presentation according…
Descriptors: Educational Technology, Hypermedia, Computer System Design, Usability
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