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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
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
Vaiopoulou, Julie; Papadakis, Stamatios; Sifaki, Eirini; Kalogiannakis, Michail; Stamovlasis, Dimitrios – Education and Information Technologies, 2023
This study explored certain popular educational apps' vital characteristics and potential profiles (n1 = 50) for kindergarten kids. The profile analysis involved a categorization ascended from an evaluation process conducted by pre-service early childhood teachers' (n2 = 295) at the University of Crete, Greece, using a new instrument, validated in…
Descriptors: Foreign Countries, Young Children, Kindergarten, Educational Technology
Song, Yanjie; Wen, Yun; Yang, Yin; Cao, Jiaxin – Innovation in Language Learning and Teaching, 2023
This article reports on an exploratory study on developing and adopting a 'Virtual Go Mode' feature embedded in a mobile vocabulary learning app, VocabGo, to enhance students' vocabulary learning engagement. Distinguished from other virtual reality (VR) or augmented reality (AR) applications, the Virtual Go Mode is designed for students to…
Descriptors: Elementary School Students, Handheld Devices, Computer Oriented Programs, Vocabulary Development
Boticki, Ivica; Uzelac, Nino; Dlab, Martina Holenko; Hoic-Božic, Nataša – Educational Media International, 2020
This paper presents a system architecture for synchronous mobile Computer-Supported Collaborative Learning (mCSCL). The paper builds on the notion of content-independent mCSCL by adding the technology support designed according to the contemporary design principles to support young learners. The specifics of the presented architecture are the…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Synchronous Communication, Computer Mediated Communication
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
Ferrara, Francesca; Ferrari, Giulia – Digital Experiences in Mathematics Education, 2023
In this article, we draw on assemblage theory to investigate how children aged 5 engage with different material surfaces to explore ordinal and relational aspects of number. The children participate in an activity in which they first interact with a strip on the floor, then with a multi-touch iPad application, to work with numbers in expressive…
Descriptors: Kindergarten, Young Children, Numeracy, Number Concepts
Cohrssen, Caroline; Richards, Ben; Wang, Rhoda – Infant and Child Development, 2023
During the COVID-19 pandemic, kindergartens in Hong Kong have sought ways in which to support children's learning at home while schools were closed. We report on a proof-of-concept study: short videos intended to support playful learning at home were distributed to parents/caregivers of preschool children via a smartphone app; toys and a storybook…
Descriptors: Handheld Devices, Telecommunications, Kindergarten, Preschool Children
Tamir, Emanuel; Etgar, Ran; Peled, Daniel – Research in Educational Administration & Leadership, 2020
Smartphone applications have become increasingly popular, influencing functioning in all life domains. This study investigated the influence of the WhatsApp application on decision-making processes among kindergarten-managers. The research aimed to investigate the types of decisions made using WhatsApp. To examine this, a 3-phase mixed-method…
Descriptors: Decision Making, Handheld Devices, Computer Mediated Communication, Computer Oriented Programs
DiCarlo, Cynthia F.; Deris, Aaron R.; Deris, Thomas P. – Journal of Behavioral Education, 2023
The purpose of this study was to investigate the impact of mLearning or mobile device practice on the attention and accuracy of student's use of math concepts, specifically, telling time. A single subject, alternating treatment design was used to compare mLearning to paper and pencil practice in four 3rd grade male students. Results were mixed;…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Handheld Devices, Attention
Adkins, Deborah – Journal of Early Childhood Research, 2021
Early learning assessment is a necessary mechanism for understanding skills children possess and to inform their instruction. Assessing early learners is different in many aspects than assessing older students. Considerations such as mode of assessment, supports necessary to obtain instructionally relevant data, and the impact of feedback for…
Descriptors: Student Evaluation, Computer Oriented Programs, Self Evaluation (Individuals), Toddlers
Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
Mehringer, Hannah; Fraga-González, Gorka; Pleisch, Georgette; Röthlisberger, Martina; Aepli, Franziska; Keller, Vera; Karipidis, Iliana I.; Brem, Silvia – Research and Practice in Technology Enhanced Learning, 2020
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by training grapheme-phoneme correspondences. A group of 34 children at risk for dyslexia trained three times a week during 14 weeks, on top of their standard school instruction. The sample was divided into two groups of 18 and 16 children, who started…
Descriptors: Computer Games, Reading Instruction, Computer Oriented Programs, Beginning Reading
Youssef Tazouti; Aude Thomas; Lara Hoareau; Annette Jarlégan; Blandine Hubert; Christophe Luxembourger – European Journal of Psychology of Education, 2024
Educational apps can help children develop their early numeracy skills, but only if they incorporate certain pedagogical features. AppLINOU is an early numeracy app that was co-designed by a multidisciplinary team to be compatible with the way numeracy is taught in France's preschools. This study of whether incorporating AppLINOU into classroom…
Descriptors: Technology Uses in Education, Numeracy, Mathematics Skills, Teaching Methods
Isrokatun, I.; Hanifah, Nurdinah; Abdul, Yusuf R.; Rosmiati, Rosi; Khoerunnisah, Ririn – Pegem Journal of Education and Instruction, 2023
Today's increasingly rapid technological developments do not only appear in the field of communication but are also needed in education. In the education field, it is expected to instill students with adequate knowledge and critical thinking skills, which are needed for their future. Practicing critical thinking skills can be done with mobile…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Critical Thinking

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