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Showing 1 to 15 of 42 results Save | Export
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Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
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Ari Kartini; Dadang Sunendar; Sumiyadi; Yulianeta; Asep Nurjamin; Cepri Maulana – International Journal of Language Education, 2025
This study aims to describe the utilization of innovative media in learning to write poetry developed in the form of a mobile application. This research uses the Research and Development (R&D) method by adopting the R2D2 model, which focuses on three main stages: (a) determination, (b) design and development, and (c) dissemination. The…
Descriptors: Material Development, Multimedia Materials, Handheld Devices, Computer Oriented Programs
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Honey Grace R. Benzon; Ralph Lauren M. Alomia; Marivic S. Lacsamana; Hazel Joyce M. Ramirez – Innovations in Education and Teaching International, 2025
With the increasing reliance on digital platforms, mobile game-based phone applications provide avenues to enhance learning of complex chemical concepts. This research developed a mobile game-based phone application designed to simulate the qualitative inorganic analysis of cations, determine its effects on learning, and examine students' insights…
Descriptors: Chemistry, Computer Oriented Programs, Handheld Devices, Game Based Learning
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Christian X. Navarro-Cota; Ana I. Molina; Miguel A. Redondo; Carmen Lacave – IEEE Transactions on Education, 2024
Contribution: This article describes the process used to create a questionnaire to evaluate the usability of mobile learning applications (CECAM). The questionnaire includes specific questions to assess user interface usability and pedagogical usability. Background: Nowadays, mobile applications are expanding rapidly and are commonly used in…
Descriptors: Usability, Questionnaires, Electronic Learning, Computer Oriented Programs
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Yilmaz, Erdi Okan – Malaysian Online Journal of Educational Technology, 2023
This study aims to develop a measurement tool to determine the socio-technical pedagogical usability of mobile applications that can be used in an educational context. The study group consists of a total of 1012 students who are studying at a higher education institution in Turkey in the fall semester of the 2021-2022 academic year. A draft scale…
Descriptors: Test Construction, Usability, Handheld Devices, Computer Oriented Programs
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Dignum, Frank – International Journal of Social Research Methodology, 2023
The general feeling is that no predictions can be made based on agent-based social simulations. The outcomes of social simulations are based on the behaviors of individuals and their interactions. Behavioral models are always incomplete and often, also incorrect with respect to real behavior and thus the outcomes of agent-based social simulations…
Descriptors: Prediction, Predictive Validity, Educational Policy, Policy Formation
Osten, Elizabeth T. – ProQuest LLC, 2023
Interpersonal connectedness (IC) is an essential social function across life but is critical for young children. IC begins at birth and is vital to emerging physiological and affect regulation, attachment, communication, and cognition. IC occurs through dynamic interactive behavioral coordination, resulting in an embodied dyadic state of shared…
Descriptors: Parent Child Relationship, Mothers, Preschool Children, Autism Spectrum Disorders
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Farid Gunadi; Yaya S. Kusumah; Dadang Juandi; Dadan Dasari – European Journal of STEM Education, 2025
Statistical reasoning is a crucial mathematical competency that students often lack. While there have been studies on the use of Android teaching materials in statistics learning, few have focused on statistical reasoning using comic media. This study aimed to develop mobile Android-based teaching materials called StatCom to enhance students'…
Descriptors: Instructional Materials, Handheld Devices, Telecommunications, Statistics Education
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Suphasa Phupunna; Ratree Supahuang – Journal of Education and Learning, 2024
This study investigates the development and efficacy of a multilingual tourism application designed to enhance tourism development in Mahasarakham Province, Thailand, focusing particularly on its utility for foreign students due to the region's educational allure and cultural heritage. The application features a comprehensive suite of services,…
Descriptors: Foreign Countries, Tourism, Foreign Students, Computer Oriented Programs
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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
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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A. K. Somasekhar; Arunita Tushar Jagzape; Meenakshi Sinha; Ramanjan Sinha – Advances in Physiology Education, 2024
The significance of assessment in driving learning is undeniable, particularly in oral assessments like viva voce where students express themselves verbally. However, traditional viva voce examinations' challenges include reliability, objectivity, content validity, time constraints, varying question difficulty levels, inconsistency in questioning…
Descriptors: Computer Oriented Programs, Computer Software, Formative Evaluation, Medical Students
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Unahalekhaka, Apittha; Bers, Marina Umaschi – Education and Information Technologies, 2022
Project-based assessment has been used to evaluate coding projects created by students for a long time. Nevertheless, there is a lack of rigorously tested project-based coding rubrics that are developmentally appropriate for early childhood. This study presented the development and testing of a coding rubric to evaluate children's creations with…
Descriptors: Elementary School Students, Grade 1, Grade 2, Student Projects
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Lane Maxcy; Denise A. Soares; Judith Harrison – Contemporary Educational Technology, 2025
The current study evaluated the effect of technology-based self-management on disruptive behavior and academic engagement (AE) with a student with an emotional and behavioral disorder. A multiple baseline design across three general education settings was used to assess the effectiveness of the intervention, self-management using the…
Descriptors: Technology Uses in Education, Self Management, Emotional Disturbances, Behavior Disorders
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Alam, Sabrina Shajeen; Dubé, Adam Kenneth – Journal of Research in Childhood Education, 2023
There is little empirical data on the extent of home numeracy practice using technology, though previous research shows that home numeracy activities are linked with children's mathematics abilities. This study describes the process of constructing an inventory of digital home numeracy practice (DHNP-i). Parents (n = 126) of elementary children…
Descriptors: Elementary School Students, Digital Literacy, Numeracy, Family Literacy
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