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Tegousi Nafsika; Drakopoulos Vasileios – Discover Education, 2025
This article presents a case study involving the use of a Free and Open-Source Software programming environment to teach a thematic unit within the Information Literacy curriculum for first-year adult learners at a Second Chance School in Greece. This study explores the implementation of a modern, hands-on teaching approach tailored to the unique…
Descriptors: Student Empowerment, Adult Students, Adult Learning, Information Literacy
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
Yumeng Zhu; Xuesong Zhai; Yan Li – British Journal of Educational Technology, 2025
Video apps are widely used by children worldwide. However, concerns have been raised about children's personal data disclosure and privacy risks during their consumption of video apps. This study designed and validated a conceptual model for children's continuance intention to use video apps based on privacy calculus theory and Teen Online Safety…
Descriptors: Middle School Students, Intention, Technology Uses in Education, Video Technology
Shibru Seboka; Joseph Nehru; Tariku Sime – Discover Education, 2025
This study investigated the impacts of a design-based professional development (DBPD) training program on English language teacher educators' (ELTEs') integration of Google Apps into course instruction at Jimma College of Teacher Education, Ethiopia. Using a mixed-method case study design, the study examined ELTEs' pre-training digital literacy…
Descriptors: Faculty Development, Teacher Educators, Technology Integration, Computer Oriented Programs
Frank Niklas; Efsun Birtwistle; Anna Mues; Astrid Wirth – Child Development, 2025
The usage of high-quality learning applications (apps) at home may increase children's mathematical and literacy competencies. This approach was tested in a family intervention study. Intervention families (n = 302) in two German cohorts (N = 500; M (SD)[subscript age] = 61.0 (4.6) months; n[female gender symbol] = 302) received tablets with newly…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Tablet Computers
Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
Nergiz Teke; Tugba Bas – European Journal of Education, 2025
Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times, regarding…
Descriptors: Emergent Literacy, Computer Games, Educational Games, Computer Oriented Programs
Ahmet Bilal Özbek; Minna Torppa – Education and Information Technologies, 2025
Early literacy skills are critical for reading success, and the potential effectiveness of technology-based interventions in supporting these skills has been highlighted in previous research. This study aims to develop a comprehensive early literacy support mobile app for children at risk of reading difficulties. The research was conducted…
Descriptors: Computer Oriented Programs, Handheld Devices, Emergent Literacy, Special Needs Students
Jean J. Ryoo; Michelle Choi; Wei Wei; Jacqualyn Blizzard-Caron; Ryan Clarke; Lillian Kohn; Daniel Voloch – Journal of Research on Technology in Education, 2025
This paper explores how minoritized Computer Science (CS) students articulate their sense of critical agency to positively impact the world around them, both for today and the future, when participating in a Girls Who Code program focused on ethics, equity, and underrepresentation in computing. Observations, interviews, and surveys were conducted…
Descriptors: Computer Science Education, Middle School Students, High School Students, Clubs
Gargee Mitra; Ashwini Wadegaonkar – Journal of Education and e-Learning Research, 2025
The COVID-19 pandemic necessitated an abrupt transition to virtual learning environments. Microsoft Teams (MS Teams) was adopted by many educational institutions to maintain instructional continuity. This study aimed to explore the perceptions of teachers and students regarding the teaching efficacy of MS Teams, focusing on various educational…
Descriptors: Electronic Learning, Computer Mediated Communication, Synchronous Communication, Computer Oriented Programs
Yating Zhang; Zhangyan Miao – European Journal of Education, 2025
This study investigates the influence of technological literacy in artificial intelligence (AI), augmented/virtual reality (AR/VR), and mobile applications on English as a Foreign Language (EFL) students' engagement and motivation in technology-enhanced classrooms. A total of 357 Chinese EFL students participated in a survey-based quantitative…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Learning Motivation
Lori Bruner; Natalia I. Kucirkova – Literacy, 2025
This study examined the relationship between the cost of children's reading apps and their educational quality. We focused on three key indicators: (1) the percentage of new words introduced to children (literacy quality), (2) the percentage of digital features aligned with these new words (multimedia quality) and (3) the percentage of diverse…
Descriptors: Literacy Education, Handheld Devices, Computer Oriented Programs, Early Childhood Education

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