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Hannes Schilling; Britta Wittner; Stephanie Hirschberger; Simone Kauffeld – European Journal of Education, 2025
This article contributes to current literature by introducing and evaluating a digital onboarding tool for higher education. It presents the content and technical design of the tool, as well as evaluative results. The content structure of our digital onboarding tool was developed based on previous literature regarding student integration and…
Descriptors: Higher Education, College Bound Students, College Freshmen, School Orientation
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M. Fagerström; M. Löf; U. Müssener; M. Neher; S. B. Nutley; K. Thomas – School Mental Health, 2025
The prevalence of mental health issues among adolescents is alarmingly rising. Using mobile phones as tools for promoting mental health can complement school-based health promotion efforts. However, for widespread reach, schools must systematically implement these tools and the students themselves may play an important role in achieving this.…
Descriptors: Foreign Countries, School Health Services, Mental Health, Handheld Devices
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Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
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Jung Won Hur; Jay Bhuyan; Fan Wu – Journal of STEM Education: Innovations and Research, 2025
To address disparity issues in STEM fields, this study implemented a culturally relevant, hands-on learning program tailored for African American high school students from low-income areas in America's Deep South. The program included a one-month summer academy followed by a four-month collaborative app design project using MIT App Inventor. A…
Descriptors: STEM Education, Student Interests, African American Students, High School Students
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O'Rourke, J.; Kueh, C.; Holly, C.; Brook, L.; Erickson, C. – Educational Technology Research and Development, 2023
The complexities of including students with autism in schools throughout Australia has resulted in the increased necessity for collaboration between stakeholders. For included students with autism, secondary school presents a variety of subjects, teachers and peers that have the potential to increase anxiety levels compared to their primary…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Foreign Countries, Stakeholders
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Gutiérrez-Colón, Mar; Frumuselu, Anca Daniela; Curell, Hortènsia – Interactive Learning Environments, 2023
Mobile-assisted language learning (MALL) is a fast-developing field that is constantly growing and evolving in education. There is a lack of publications focusing on implementation studies of MALL as a means to enhance second language/foreign language (L2) reading comprehension. Building on Burston's (2013). Mobile-Assisted Language Learning: a…
Descriptors: Handheld Devices, Second Language Learning, Reading Comprehension, Program Implementation
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Steverson, Anne; Cmar, Jennifer L.; Antonelli, Karla – Journal of Visual Impairment & Blindness, 2022
Introduction: This article describes the field test of "4to24," a transition application (app) for parents of and students with visual impairments. In this stage of the development process, researchers evaluated the app's usability and gained feedback on app use and experience from end users. Methods: Participants, including 27 parents…
Descriptors: Students with Disabilities, Visual Impairments, Parents, Parent Attitudes
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Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
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Calandra, Brendan; Renken, Maggie; Cohen, Jonathan David; Hicks, Timothy; Ketenci, Tuba – TechTrends: Linking Research and Practice to Improve Learning, 2021
In this study, the authors analyzed data from a sample of thirty-two middle school students from an urban school district in the southeastern United States who used MIT's App Inventor to design, create, and remix mobile apps during an afterschool program for one school year. This paper focuses on computer science learning outcomes as measured by…
Descriptors: Middle School Students, Urban Schools, After School Programs, Computer Science Education
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Yu, Hyeonho; van der Mars, Hans; Hastie, Peter A.; Kulinna, Pamela H. – Journal of Teaching in Physical Education, 2022
Purpose: Mobile applications (apps) may help students develop their motor skills by using instant, augmented feedback. This study incorporated an app technology that may support students' skill and game play development during a badminton unit. Methods: Two eighth-grade classes participated in the study (the teacher only used the app in Class A;…
Descriptors: Middle School Students, Psychomotor Skills, Skill Development, Feedback (Response)
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Jason L. Kester; Leslie Ann Bross – Journal of Special Education Technology, 2024
The purpose of this study was to examine the effects of a technology-based self-monitoring application, I-Connect, to enhance the on-task behavior of five secondary students (ages 15-16) with autism spectrum disorder, intellectual disability, and specific learning disability during Biology instruction in a rural special education classroom. We…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Intellectual Disability, Learning Disabilities
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Kivanç Topraklikoglu; Gülcan Öztürk – Journal of Educational Technology and Online Learning, 2025
This study aims to explain the Metaverse application development process for teaching geometry in a virtual reality environment. The application was developed based on the instructional design model including analysis, design, development, implementation and evaluation phases. The target group was secondary school students. During the analysis…
Descriptors: Computer Simulation, Computer Oriented Programs, Geometry, Mathematics Instruction
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Tuncay Saritas, Mustafa – Educational Research and Reviews, 2022
Mobile technologies have started to be preferred as a new learning technology in teaching and learning. Considering the need for adequate and rapid feedback in solving mathematical problems that students have difficulty with reflects the need for a different educational practice and technology. In this study, based on design-based research (DBR)…
Descriptors: Mathematics Education, Electronic Learning, Handheld Devices, Outcomes of Education
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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
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Pinta Dewi Lestari; Baiduri Baiduri; Siti Khoiruli Ummah – Journal of Education and Learning (EduLearn), 2024
Student's critical thinking skills that are currently still low are important to develop because they affect the way students think in solving problems. The problem-based learning model with the inquiry method used to help improve student's critical thinking skills. The iSpring learning media used can help students understand the material. The…
Descriptors: Problem Based Learning, Inquiry, Computer Oriented Programs, Critical Thinking
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