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Sylvia Liu; Barry Lee Reynolds; Nathan Thomas; Ali Soyoof – SAGE Open, 2024
This review was conducted to explore the use of digital technologies with young children in early childhood language and literacy education. It centers on peer-reviewed empirical journal articles published during the past two decades. An initial sample of refereed journal articles (N = 631) was compiled from systematically searching the Web of…
Descriptors: Educational Technology, Skill Development, Young Children, Language Skills
Bringula, Rex P.; Atienza, Francis Arlando L. – Education and Information Technologies, 2023
This study conducted a scoping review of publications in mobile Computer-Supported Collaborative Learning for mathematics. Papers published between 2007 and 2021 inclusive were retrieved from research databases to achieve this goal. Twenty-eight papers met the inclusion-exclusion criteria of the study. It was shown that two papers were published…
Descriptors: Elementary Education, Geometry, Handheld Devices, Computer Assisted Instruction
Ryan Angga Pratama – Discover Education, 2025
This meta-analysis study evaluates the effectiveness of research and development (R&D) of Android-based educational games in enhancing students' mathematical reasoning and its moderating factors. From 13 primary studies that met the inclusion criteria, analysis using R Studio (Meta Package) and the Random Effects Model (REM) showed an overall…
Descriptors: Research and Development, Handheld Devices, Educational Games, Computer Games
Cole, Andrew – Journal of Occupational Therapy, Schools & Early Intervention, 2023
Handwriting is a key occupation for school-aged children and one of the common reasons for referral to a school-based occupational therapist. There are many interventions offered by school-based occupational therapists and this scoping review aimed to examine specific intervention approaches and compare their mode of service delivery (i.e., direct…
Descriptors: Occupational Therapy, Handwriting, Elementary School Students, Intervention
Papadakis, Stamatios – Educational Process: International Journal, 2022
Background/purpose: At the beginning of the 21st century, Computational Thinking (CT) and coding were typically considered part of secondary education programs, focusing on programming and algorithm development. The early childhood classroom was not expected to find students who developed coding skills. Nevertheless, as has been the case lately,…
Descriptors: Computation, Thinking Skills, Coding, Programming
Takeda, Yuya – Learning, Media and Technology, 2021
Dramatically increased accessibility to recording technologies and participatory nature of today's information environment certainly have emancipatory potentials. Perhaps, we live in an era that Dziga Vertov once dreamed of: mass authorship of filmmaking reveals the injustice and inequality of the world. However, in reality, we are witnessing…
Descriptors: Video Technology, Film Production, Citizen Participation, Civics
Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
Baragash, Reem Sulaiman; Al-Samarraie, Hosam; Alzahrani, Ahmed Ibrahim; Alfarraj, Osama – European Journal of Special Needs Education, 2020
There is a growing interest in using augmented reality (AR) applications to support individuals with special needs, such as intellectual disabilities, autism spectrum disorder, attention deficit hyperactivity disorder, and physical disabilities. The purpose of this study is to further examine the effectiveness of AR applications in improving the…
Descriptors: Computer Simulation, Special Education, Educational Research, Research Design
Ledbetter-Cho, Katherine; O'Reilly, Mark; Lang, Russell; Watkins, Laci; Lim, Nataly – Journal of Autism and Developmental Disorders, 2018
Portable touch-screen devices have been the focus of a notable amount of intervention research involving individuals with autism. Additionally, popular media has widely circulated claims that such devices and academic software applications offer tremendous educational benefits. A systematic search identified 19 studies that targeted academic…
Descriptors: Autism, Teaching Methods, Educational Technology, Technology Uses in Education
The Role of Mobile Technologies in Impacting Learner Autonomy in an EFL Context: A Systematic Review
Alzubi, Ali Abbas Falah – International Journal of Computer-Assisted Language Learning and Teaching, 2021
This article reviews previous research conducted on the role of mobile devices that support learner autonomy (LA) in English is a foreign/second language (EFL) context from 2010 to 2021 based on a number of criteria that included research design, publication type, period, field of study, and use of technology. Mainly, the review examined design…
Descriptors: Influence of Technology, Technology Uses in Education, Handheld Devices, Web 2.0 Technologies
Trends in Smartphone-Supported Medical Education: A Review of Journal Publications from 2007 to 2016
Chang, Ching-Yi; Hwang, Gwo-Jen – Knowledge Management & E-Learning, 2018
Issues relevant to smartphone-supported mobile learning have been extensively discussed and investigated over the past years. Unlike general mobile devices, the advantages of smartphones, such as recording learning and portability, can cross formal and informal education. Smartphones can promote communication between health professionals; however,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Medical Education
Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
Epstein, Iris; Baljko, Melanie; Thumlert, Kurt; Kelly, Evadne; Smith, James Andrew; Su, Yelin; Zaki-Azat, Justeena; May, Natasha M. – International Journal for the Scholarship of Teaching and Learning, 2020
Nursing, dance and studio-based arts, engineering, and athletic therapy are viewed as practice-oriented professions in which the teaching and situated learning of practical skills are central. In order to succeed, students must perform a series of performance-based assessments, which seemingly require an "able" body to enact complex…
Descriptors: Situated Learning, Telecommunications, Handheld Devices, Drills (Practice)
Determining Studies Conducted upon Individuals with Autism Spectrum Disorder Using High-Tech Devices
Eliçin, Özge; Kaya, Ali – Educational Sciences: Theory and Practice, 2017
This study explores 67 experimental research articles written about children with Autism Spectrum Disorder using high-tech devices. The studies in this research were accessed through EBSCO, Academic Search Complete, ERIC, and Uludag University online search engines using keywords such as "autism and technology", "autism and…
Descriptors: Literature Reviews, Autism, Pervasive Developmental Disorders, Children
Koutromanos, George; Avraamidou, Lucy – Educational Media International, 2014
Our purpose in this paper is to review studies that explored the impact of the use of mobile games in both formal and informal learning environments. Through a review of studies on mobile learning that have been published between 2000 and 2013, we aim to identify the ways in which researchers used mobile games in a variety of learning…
Descriptors: Literature Reviews, Telecommunications, Educational Technology, Video Games

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