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Garett, Renee; Young, Sean D. – Technology, Knowledge and Learning, 2019
Internet users are searching for healthcare-related information at unprecedented rates. However, health researchers and providers have only just begun to utilize new technologies to deliver medical education online and through smartphone-based applications. Gamification, an increasingly popular method to produce positive behavioral change, has…
Descriptors: Internet, Information Seeking, Health Education, Educational Games
Al-Jarf, Reima – Online Submission, 2022
This article gives examples of mobile vocabulary apps (MVAs) that can be downloaded from the Google Play or Apple App Stores and used as extension activities or a supplement to in-class vocabulary instruction in EFL such as English word study, advanced English vocabulary, test your English vocabulary, English vocabulary level I, II & III, 1000…
Descriptors: Foreign Countries, Computer Oriented Programs, Handheld Devices, Vocabulary Development
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Kahn, Ken; Winters, Niall – British Journal of Educational Technology, 2021
Constructionism, long before it had a name, was intimately tied to the field of Artificial Intelligence. Soon after the birth of Logo at BBN, Seymour Papert set up the Logo Group as part of the MIT AI Lab. Logo was based upon Lisp, the first prominent AI programming language. Many early Logo activities involved natural language processing,…
Descriptors: Artificial Intelligence, Man Machine Systems, Programming Languages, Programming
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Arnholt, Alan T. – Teaching Statistics: An International Journal for Teachers, 2019
Understanding and computing power and the relationship between sample size and power are facilitated via a Shiny app. The Shiny app allows students to solve various scenarios by entering different parameters or moving sliders.
Descriptors: Statistical Analysis, Sample Size, Computer Oriented Programs, Mathematics Instruction
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Jason K. McDonald – International Journal of Designs for Learning, 2019
This case describes the redesign of a mobile eReader application. The purpose of the redesign was to convert an existing eReader from a means of only reading books into a tool for informal learning. The case reports how the design team's definition of informal learning evolved throughout the product development process, and how design decisions…
Descriptors: Informal Education, Handheld Devices, Books, Electronic Publishing
Hollands, Fiona; Kushner, Anna – Phi Delta Kappan, 2021
Making evidence-based decisions in schools seems like an impossible task when hundreds of activities are available, the evidence base fails to address most of them, and budget deadlines are immovable. In addition, different stakeholders hold different views on what it means for a program, strategy, or intervention to "work." Fiona…
Descriptors: Evidence Based Practice, Decision Making, Cost Effectiveness, Program Implementation
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Danible, Kaitlin; Panizza, Chloe; Boushey, Carol; Kerr, Deborah; Zhu, Fengqing; Banna, Jinan C. – Journal of Extension, 2021
The mobile food record™ (mFR™) is a novel app that allows for the tracking of individual food waste and addresses the limitations of current methods to accurately quantify food waste. Extension educators may use data from the mFR™ to create educational initiatives for food waste prevention and education that may be implemented in settings such as…
Descriptors: Food, Measurement, Computer Oriented Programs, Extension Education
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Ford Versypt, Ashlee N.; Bara, Jason E.; Getman, Rachel B.; Kieslich, Chris A.; Voronov, Roman S. – Chemical Engineering Education, 2020
Applications or "apps" for computers and mobile devices are ubiquitous in modern technology. Several apps are available for teaching chemical engineering and are disseminated inexpensively or are freely available online. This paper highlights software apps that chemical engineering instructors may use "off the shelf" for iOS,…
Descriptors: Chemical Engineering, Teaching Methods, Computer Oriented Programs, Educational Technology
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Perret, Sarah; Alon, Noy; Torous, John – Adult Literacy Education, 2023
Limited literacy has a large impact on the U.S. population; about half of adults lack sufficient literacy proficiency. However, not all populations are impacted equally, as there is a significant comorbidity between low literacy and mental illness. The authors have found that smartphones can offer mental health patients with low literacy numerous…
Descriptors: Digital Literacy, Adults, Mental Health, Mental Disorders
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Jinglin Fu; Anthony Monte Carlo; Doris Zheng – Journal of Chemical Education, 2025
The COVID-19 pandemic has accelerated the shift from traditional in-person teaching to remote and online learning, necessitating a more adaptable educational platform to serve the diverse needs of students. Transforming hands-on "wet lab" activities into virtual "dry lab" exercises can promote a more accessible and flexible…
Descriptors: Undergraduate Students, College Science, Science Education, Biochemistry
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Falomo Bernarduzzi, Lidia; Bernardi, Ester Maria; Ferrari, Alberto; Garbarino, Maria Carla; Vai, Andrea – Science & Education, 2021
The Pavia University History Museum, which houses historic items mainly connected to the physics and medicine fields, has focused in the past years on new ways to involve its public and to attract new audiences. Among different approaches, digital technologies have proven important to both external and internal communication. Lately, an Augmented…
Descriptors: Foreign Countries, Colleges, Museums, History
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Saunders, Colin P.; Bennett, Jennifer A. – Educational Media and Technology Yearbook, 2019
This chapter provides an overview on how the use of Virtual Reality apps and related activities enhanced student learning in conjunction with a low-tech, team-based, active learning assessment. Our approach for integrating emerging immersive technology in a Cell Biology class, a first of its kind at Otterbein University in Westerville, Ohio, was…
Descriptors: Computer Simulation, Computer Oriented Programs, Active Learning, Educational Technology
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Yavich, Roman; Malev, Sergey; Rotkin, Vladimir – Higher Education Studies, 2020
What constitutes learning in the 21st century is the capacity for e-learning. Integral components of e-education are training content management systems. Existing content generators more transform content than create original content. Creating a methodology and technology for generating original content is important and relevant. In order to form…
Descriptors: Geometric Concepts, Electronic Learning, Mathematics Education, Computation
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Neumann, Michelle M.; Herodotou, Christothea – Childhood Education, 2020
A recent report surveyed 3,154 families and showed that 80% of children age 0-7 use YouTube, and 59% use YouTube Kids. While most young children are likely using their parents' accounts, 11% have their own YouTube accounts and 16% have registered with the YouTube Kids app. On average, children spend 1.39 hours each weekday and 1.47 hours each…
Descriptors: Video Technology, Young Children, Computer Oriented Programs, Use Studies
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Siegle, Del – Gifted Child Today, 2020
The Thunkable online platform is an easy-to-use resource for creating apps for mobile devices. Computational thinking is at the heart of problem solving in computer science, and research suggests students' computational thinking improves when they use simple block coding systems similar to the format used for Thunkable.
Descriptors: Gifted Education, Academically Gifted, Technology Uses in Education, Computer Oriented Programs
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