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Kohls, Christian; Münster, Guido; Dubbert, Dennis; Dural, Meryem – Journal of Interactive Learning Research, 2018
This article describes design patterns of mobile apps for hybrid learning spaces, which often blurs the distinction between digital and non-digital, physical and virtual, online and offline, on-campus and off campus, and academic and non-academic environments. We describe relevant existing design patterns that are helpful for thinking about hybrid…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Philip Vahey; David Reider; Jillian Orr; Ashley Lewis Presser; Ximena Dominguez – International Journal of Designs for Learning, 2018
The ubiquity of touchscreen, mobile tablet technology has resulted in a plethora of "apps for learning" yet few leverage the learning sciences as a design driver. This paper describes our approach to integrating the learning sciences with best practices in app design: a design framework that involves researchers and developers in a…
Descriptors: Evidence Based Practice, Curriculum Design, Best Practices, Computer Oriented Programs
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Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
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Howell, Emily – Reading Teacher, 2017
This teaching tip gives teachers practical applications of the game Pokémon GO for literacy teaching and learning. The author discusses applications of the game for teaching multimodality in upper elementary-school classrooms. The author situates these applications in relevant theoretical perspectives as well as current literacy research.
Descriptors: Teaching Methods, Games, Computer Oriented Programs, Handheld Devices
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Pendrill, Ann-Marie; Modig, Conny – Physics Education, 2018
An amusement park is full of examples that can be made into challenging problems for students, combining mathematical modelling with video analysis, as well as measurements in the rides. Traditional amusement ride related textbook problems include free-fall, circular motion, pendula and energy conservation in roller coasters, where the moving…
Descriptors: Science Instruction, Physics, Motion, Scientific Concepts
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Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
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Gobel, Peter; Kano, Makimi – International Association for Development of the Information Society, 2018
PeerEval is a mobile app created for evaluating student presentations. This paper covers the rationale for creating such an app, the features of the app, and the benefits for both teachers and students. The details and initial findings of ongoing research into the efficacy of PeerEval will be briefly discussed. [For the complete proceedings, see…
Descriptors: Peer Evaluation, Telecommunications, Handheld Devices, Computer Oriented Programs
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Nelson, Brian C.; Bowman, Cassie; Bowman, Judd – Technology, Knowledge and Learning, 2017
Ask Dr. Discovery is an NSF-funded study addressing the need for ongoing, large-scale museum evaluation while investigating new ways to encourage museum visitors to engage deeply with museum content. To realize these aims, we are developing and implementing a mobile app with two parts: (1) a front-end virtual scientist called Dr. Discovery (Dr. D)…
Descriptors: Museums, Program Evaluation, Computer Oriented Programs, Handheld Devices
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Harrison, Taylor R. – Mathematics Teaching in the Middle School, 2018
To help alleviate the struggle in choosing effective apps to use in the classroom, Taylor Harrison presents a list of qualities supported by research, that teachers can use to discern at a glance whether an app can potentially be an effective learning tool for their students. This list of qualities was produced through an extensive review of…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Mathematics Instruction
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Huynh, Minh; Ghimire, Prashant – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: As smartphones proliferate, many different platforms begin to emerge. The challenge to developers as well as IS [Information Systems] educators and students is how to learn the skills to design and develop apps to run on cross-platforms. Background: For developers, the purpose of this paper is to describe an alternative to the complex…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Technology Uses in Education
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Dunbar, Laura – General Music Today, 2017
Padlet, an easy-to-use app, can be used to enhance student discussions and interactions with music content.
Descriptors: Computer Oriented Programs, Music, Music Education, Music Teachers
Riden, Benjamin S.; Markelz, Andrew M.; Randolph, Kathleen M. – Journal of Special Education Technology, 2019
Teachers in special education classrooms often struggle with classroom management. In response, many educators are looking for technological solutions to assist in promoting positive classroom environments. Electronic behavior management programs (eBMPs) use strategies based in research that are shown to reduce challenging behavior and encourage…
Descriptors: Classroom Environment, Classroom Techniques, Technology Uses in Education, Students with Disabilities
Menon, Sujatha Aravindakshan – Online Submission, 2019
With the growing advancements in technology and their highly influential role in teaching and learning, present day teachers find themselves grappling with a whole set of parameters against which they need to measure themselves constantly. One cannot be a proficient teacher in the true sense of the word if he or she is merely good at classroom…
Descriptors: Instructional Design, Instructional Materials, Blended Learning, Computer Assisted Instruction
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Celusnak, Brian M. – Journal of Visual Impairment & Blindness, 2016
Moving from a conventional telephone keypad to a cellular telephone with a touchscreen can seem quite challenging for some people. When one is visually impaired, there is always the option of using VoiceOver, the iPhone's built-in access technology that is designed to allow individuals with visual impairments the ability to access the visual…
Descriptors: Visual Impairments, Assistive Technology, Handheld Devices, Telecommunications
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Serafini, Frank; Kachorsky, Danielle; Aguilera, Earl – Reading Teacher, 2016
The design, publication, and features of contemporary narrative picturebooks have been impacted by the digital revolution and the emerging popularity of digital reading devices. Considering both the affordances and the limitations of digital picturebook apps can help readers, teachers, parents, and other educators make better decisions about the…
Descriptors: Picture Books, Electronic Publishing, Computer Oriented Programs, Educational Technology
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