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Venus Chan – Interactive Technology and Smart Education, 2025
Purpose: Studies on technology and interpreting have increasingly explored how technology influences the role and performance of interpreters in their practice; however, there is a lack of comprehensive reviews and analyses. This paper aims to synthetically review the state-of-the-art application and integration of various interpreting…
Descriptors: Influence of Technology, Communications, Translation, Technology
Kivanç Topraklikoglu; Gülcan Öztürk – Journal of Educational Technology and Online Learning, 2025
This study aims to explain the Metaverse application development process for teaching geometry in a virtual reality environment. The application was developed based on the instructional design model including analysis, design, development, implementation and evaluation phases. The target group was secondary school students. During the analysis…
Descriptors: Computer Simulation, Computer Oriented Programs, Geometry, Mathematics Instruction
Osman Solmaz – Education and Information Technologies, 2025
Digital mobile applications have impacted foreign language learning by offering accessible and engaging educational tools. This study examines the effect of digital mobile applications on emergent multilinguals' foreign language learning experiences at the tertiary level. Twenty-nine English language teacher candidates engaged with Duolingo--a…
Descriptors: Second Language Learning, Multilingualism, Bilingual Students, Learning Experience
Jack Reed – Journal of Experiential Education, 2024
Background: The use or non-use of mobile technologies and social media in residential outdoor adventurous education (OAE) remains contested and generates an often-cited for-and-against argument in both theory and practice. Purpose: This qualitative study explored instructor perceptions of mobile technologies and social media in their practice as…
Descriptors: Foreign Countries, Teacher Attitudes, Handheld Devices, Computer Oriented Programs
Michael J. Petrilli – Education Next, 2024
Over the last decade, smartphones have become commonplace. Today, 95 percent of American teenagers have a supercomputer in their pocket. Jonathan Haidt, Jean Twenge, and others have brought necessary attention to the likelihood that smartphones and social media are partly to blame for the teenage mental health epidemic gripping the nation. It's…
Descriptors: Anxiety, Depression (Psychology), Sleep, Adolescents
Hua Pang – Education and Information Technologies, 2024
Although problematic mobile app usage and its correlated negative consequences have become increasingly prevalent, little detailed attention was specially paid to the antecedents of problematic mobile app use and declined educational attainment. This current research employs the stress-strain-outcome (SSO) theoretical framework to thoroughly and…
Descriptors: Depression (Psychology), Self Disclosure (Individuals), Computer Oriented Programs, Handheld Devices
Prasanna S. Premkumar; Santhosh Kumar Ganesan; Balaji Pandiyan; Dhivya Kumari Krishnamoorthy; Gagandeep Kang – Field Methods, 2024
Household expenditure data is at the core of efforts to measure living standards, inequality and financial protection against illness. Currently it is mainly derived from recall-based surveys that are time consuming and prone to measurement errors. Diaries are often used as an alternative approach, however this results in fatigue and low…
Descriptors: Handheld Devices, Telecommunications, Diaries, Surveys
Jane Ji – Childhood Education, 2024
This article discusses iBiome-Wetland, the first educational game from the author's company Springbay Studio. It invites children to build virtual wetland ecosystems, learn about 54 species living in wetlands, experience biodiversity, and conduct experiments to find out how food webs work. The game has received five awards from prestigious…
Descriptors: Ecology, Biodiversity, Educational Games, Climate
Terry Roxanne Beamer – ProQuest LLC, 2024
Emotional intelligence (EQ) is a strong indicator of student academic success. Researchers have demonstrated knowledge of the usage of EQ applications by the K-12 student population but have not established significant findings with the student population beyond high school. The problem was that it was unknown whether the post secondary student…
Descriptors: Emotional Intelligence, Postsecondary Education, Technology Uses in Education, Computer Oriented Programs
Lucy Bray; Sze May Ng; Lauren Pyke; Joanna Kikby – Health Education Journal, 2024
Objective: Children report needle procedures as one of their most feared and painful experiences. Negative blood test experiences can lead to lifelong implications. Xploro is an online health information platform (app) that uses age-appropriate self-directed augmented reality (AR) techniques. This study evaluated the acceptability, feasibility and…
Descriptors: Early Adolescents, Children, Fear, Computer Oriented Programs
Junfeng Liu – Health Education Research, 2024
The popularity of social networks turns them into a legal method for promoting a healthy lifestyle, which benefits not only people but also different countries' governments. This research paper aimed to examine the Keep fitness app integrated into WeChat, Weibo and QQ as regards long-term improvements in health-related behaviors (physical…
Descriptors: Foreign Countries, College Students, Social Media, Physical Fitness
Sumitra Tatapudy; Rachel Potter; Linnea Bostrom; Anne Colgan; Casey J. Self; Julia Smith; Shangmou Xu; Elli J. Theobald – CBE - Life Sciences Education, 2024
The underrepresentation and underperformance of low-income, first-generation, gender minoritized, Black, Latine, and Indigenous students in Science, Technology, Engineering, and Mathematics (STEM) occurs for a variety of reasons, including, that students in these groups experience opportunity gaps in STEM classes. A critical approach to disrupting…
Descriptors: Equal Education, Outcomes of Education, Visualization, Reflection
Bimal Aklesh Kumar; Sailesh Saras Chand; Munil Shiva Goundar – International Journal of Information and Learning Technology, 2024
Purpose: Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.…
Descriptors: Usability, Electronic Learning, Computer Software, Computer Oriented Programs
Lockias Chitanana – Education and Information Technologies, 2024
This study investigated how lecturers and university students used WhatsApp as an academic tool. The study employed an ANT methodological and analytical framework to investigate WhatsApp as an academic tool in a university set-up in post COVID-19 era. Participants were selected from one state university. The snowball purposive sampling approach…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, College Faculty
Evrenoglou, Theodoros; Boutron, Isabelle; Seitidis, Georgios; Ghosn, Lina; Chaimani, Anna – Research Synthesis Methods, 2023
Outputs from living evidence syntheses projects have been used widely during the pandemic by guideline developers to form evidence-based recommendations. However, the needs of different stakeholders cannot be accommodated by solely providing pre-defined non amendable numerical summaries. Stakeholders also need to understand the data and perform…
Descriptors: COVID-19, Pandemics, Meta Analysis, Computer Oriented Programs