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Showing 1 to 15 of 19 results Save | Export
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Christopher Antoun; Xin Yang; Brady T. West; Ai Rene Ong – Field Methods, 2025
The objective of our project was to develop a smartphone app for administering shorter ("modular") surveys. Given the paucity of research on this topic, we decided to use "co-design" techniques to generate design solutions. To implement these techniques, we recruited respondents in the survey target population to work in small…
Descriptors: Test Construction, Surveys, Computer Oriented Programs, Design
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Osamah Mohammad Ameen Ahmad Aldalalah – Educational Process: International Journal, 2025
Background/purpose: The current study aimed to investigate the extent to which collaborative educational applications based on connectivism theory are used to organize big data and their impact on university students' digital self-efficacy. Materials/methods: The researcher adopted a descriptive survey approach to examine the effectiveness of the…
Descriptors: Cooperative Learning, Electronic Learning, Digital Literacy, Self Efficacy
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Sylla, Cristina; Gil, Maitê; Pereira, Íris Susana Pires – Literacy, 2022
In this paper, we present a descriptive case study of the Mobeybou materials, a kit of tangible and digital tools aimed at offering young children opportunities to read, create and share intercultural stories. The tools comprise a set of story apps that present interactive, multimodal and intercultural stories for children to make meanings with, a…
Descriptors: Multicultural Education, Story Telling, Computer Oriented Programs, Young Children
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Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
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Carruana Martín, Adrián; Alario-Hoyos, Carlos; Delgado Kloos, Carlos – Australasian Journal of Educational Technology, 2022
COVID-19 has brought new hybrid learning environments with some students in the classroom and some others online, synchronously, due to the needs of social distancing. These new hybrid learning environments pose new challenges, for example for group collaboration. This paper presents Smart Groups, a system aimed at helping teachers to orchestrate…
Descriptors: Blended Learning, Cooperative Learning, Electronic Learning, COVID-19
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Fester, Anthea; Horvath, George – TESOL Journal, 2022
In the last couple of decades, the increased use of technology in the education sector has led to smartphone use becoming more prevalent in supporting students' learning. Apart from applications (apps) specifically designed for language educational purposes, such as Duolingo, there are also instant messaging apps that are not specifically designed…
Descriptors: Computer Mediated Communication, Handheld Devices, Computer Oriented Programs, Computer Uses in Education
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Bahari, Akbar – Interactive Learning Environments, 2023
Second language teaching approaches that were originally proposed for classroom context are used for blended learning context as well as distance learning contexts regardless of their fundamental differences in terms of applicability, accessibility, objectives, designs and theoretical bases. Such theoretical and practical incompatibilities served…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Second Language Learning, English (Second Language)
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Zimmerman, Heather Toomey; Land, Susan M. – International Journal of Computer-Supported Collaborative Learning, 2022
Our research conducted two iterations of a mixed methods design-based research project with 87 youths, to improve learners' collaboration and knowledge-building by using collaboration scripts during learning-on-the-move within a mobile computing intervention. We investigated how the informal mobile augmented reality app influenced children's…
Descriptors: Children, Place Based Education, Observation, Cooperative Learning
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Shatha Mohammed Almalki – International Journal of Mobile and Blended Learning, 2024
This critical participatory action research explored undergraduate female Saudi students' perspectives on the implications of a self-organised learning environment (SOLE) via their mobile devices. Data was gathered from interviews and focus groups using a convenience sample of 27 undergraduate students and the researcher's reflective journals. The…
Descriptors: Student Attitudes, Individualized Instruction, Educational Environment, Handheld Devices
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Tunjera, Nyarai – Electronic Journal of e-Learning, 2023
Mobile devices have penetrated all levels of society worldwide, including what are predominantly considered inaccessible, low-income communities in developing nations. Mobile devices are frequently used for economic, political, and social interactions and even business transactions. In a similar fashion, teachers are slowly adapting to the use of…
Descriptors: Handheld Devices, Computer Oriented Programs, Computer Mediated Communication, Preservice Teachers
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Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
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Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
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Clendinneng, D.; Yeratziotis, A.; Vanezi, E.; Costa, T.; Muscat, L.; Cassar, M.; Filomeno, L.; MacDonald, C. J.; Mettouris, C.; Papadopoulos, G. A.; La Torre, G. – Cogent Education, 2022
Digital Education Initiatives and Timely Solutions (DIG-IT) is an Erasmus+ project collaboration between university academics, clinical educators, industry partners, healthcare professionals, and technology experts over 5 European Union (EU) states. The objectives are to create digital educational capacity for academic faculty and mobile learning…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Design
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
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de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
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