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Liu Yifu; Ma Yan; Huang Libing; Xiao Chunling; Ding Tao – Education and Information Technologies, 2025
Interventions utilizing human-computer interaction (HCI) in autism rehabilitation have gained popularity, yet their efficacy has not been fully elucidated. This meta-analysis assessed 30 international studies from the past decade that employed HCIs for autism intervention. The findings revealed a moderate positive effect (g = 0.484) on improving…
Descriptors: Man Machine Systems, Interaction, Intervention, Autism Spectrum Disorders
Adam B. Lockwood – Communique, 2025
School psychologists constantly seek innovative ways to support students and colleagues. They understand the unique challenges within schools, including complex student needs, systemic pressures, and ever-increasing paperwork. What if they could create custom digital tools like games, interactive simulations, or decision-making aids, all tailored…
Descriptors: Educational Technology, Technology Uses in Education, Artificial Intelligence, Computer Oriented Programs
Zhihan Wang – Education and Information Technologies, 2025
The integration of classical and modern teaching strategies enables the creation of an effective educational environment that meets the needs of various types of learners. The aim of this study is to explore the potential for integrating mobile applications into vocal education by analyzing their accessibility and effectiveness as learning tools,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Oriented Programs
Pablo Saiz-González; Jacob Sierra-Díaz; Jose Antonio Cecchini; Javier Fernandez-Rio – Education and Information Technologies, 2025
The use of digital technologies is a reality in the educational context. Smart boards, computers, laptops, tablets or internet connection are frequently used in education. In physical education (PE), the use of digital technology is also gaining traction. However, little is still known about which digital technologies are being used, why they are…
Descriptors: Technology Uses in Education, Physical Education, Educational Technology, Computer Oriented Programs
Monireh Ahoomanesh; Mohammadtaghi Shahnazari; Saeed Ketabi – Language Learning Journal, 2025
The present study on intentional retrieval practice compared the benefits of presenting words in either informative or uninformative sentence contexts. Participants first studied a list of English words with their translations. Then, they were all exposed to half of the words with informative sentences containing meaning clues in the Context…
Descriptors: Short Term Memory, Recall (Psychology), Context Effect, Retention (Psychology)
Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
Daniel Walter; Ulrich Schwätzer – Technology, Knowledge and Learning, 2025
The usage of digital media, especially tablet apps, is currently a major concern in educational settings. A controversial discussion is also taking place in relation to mathematics education at primary schools. While on the one hand there are empirical findings on helpful isolated examples and related subject-didactic potentials of digital media,…
Descriptors: Mathematics Education, Computer Uses in Education, Computer Oriented Programs, Tablet Computers
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
Mohammad Khair Atallah Alhourani; Manjet Kaur A. P. Mehar Singh; Ali Abbas Falah Alzubi – Open Education Studies, 2025
Saudi undergraduates often struggle with English as a Foreign Language (EFL) speaking skills, primarily due to a high level of Fear of Negative Evaluation (FNE). This study examines the impact of Language Speaking Learning Strategies (LSLS) mediated by the Telegram smartphone application on reducing FNE among preparatory-year students at Najran…
Descriptors: Foreign Countries, Undergraduate Students, English (Second Language), Second Language Learning
Emily Bolger; Marius Nwobi; Marcos D. Caballero – Physical Review Physics Education Research, 2025
The Partnership for Integration of Computation into Undergraduate Physics (PICUP) was founded in the mid-2010s to assist educators with the challenges of integrating computation into physics curricula. In addition to in-person trainings and hosted educational materials, PICUP uses a Slack Workspace to continue collaboration and discussion…
Descriptors: Faculty Development, Electronic Learning, Online Courses, Social Networks
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
Erin E. Barton; Claire Winchester; Marina S. Velez; Mollie Todt; Brandy M. Locchetta; Emma Skiba – Journal of Autism and Developmental Disorders, 2025
We developed and tested an evidence-based mobile application designed to support families in using functional assessment-based intervention strategies with their young children with disabilities and challenging behaviors in home settings. Five families participated in the study. We utilized a multiple-probe across participants design to examine…
Descriptors: Field Tests, Evidence Based Practice, Handheld Devices, Computer Oriented Programs
Darmawansah Darmawansah; Gwo-Jen Hwang; Chi-Jen Lin; Febiyani Febiyani – Educational Technology Research and Development, 2025
Role-play tasks have long been used by researchers and practitioners to observe L2 (Second language) speaking performance. This social-situated simulation allows students to employ their language skills to converse about real-life themes. While role-plays are highly plausible to actively engage students in interactive learning environments, it has…
Descriptors: Artificial Intelligence, Second Language Learning, Role Playing, English (Second Language)
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
Syun-Wun Fang; Hsiao-Tung Hsu; Kate Tzu-Ching Chen – TechTrends: Linking Research and Practice to Improve Learning, 2025
This case study explored the potential effects of integrating an e-book app on the reading motivation and comprehension of English as a Foreign Language (EFL) children with low reading proficiency. Over a period of four months, two fourth-grade students participated in the intervention, using the Epic! app for e-book reading twice a week. Data…
Descriptors: Electronic Books, English (Second Language), English Learners, Grade 4

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