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Rosziati Ibrahim; Mizani Mohamad Madon; Zhiang Yue Lee; Piraviendran A/L Rajendran; Jahari Abdul Wahab; Faaizah Shahbodin – International Society for Technology, Education, and Science, 2023
This paper discusses the steps involve in project development for developing the mobile application, namely Blood Bank Application and developing the convertor for software testing. The project development is important for Computer Science students for them to learn the important steps in developing the application and testing the reliability of…
Descriptors: Program Administration, Educational Technology, Computer Software, Testing
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Kaden Hart; Christopher M. Warren; Seth Poulsen; John Edwards – International Educational Data Mining Society, 2024
We report on a study in which we examined the work habits of six students who agreed to use do not disturb on their phone while working on programming assignments. Two students tried do not disturb, and quickly quit using it. Three out of four remaining student participants were more productive while using do not disturb when working on their…
Descriptors: Telecommunications, Handheld Devices, Computer Use, Student Behavior
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Xiangquan Yao; Nicholas Grande – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
This study examined the opportunity to learn function transformations afforded by the GeoGebra applets available on the GeoGebra website. Our analysis focused on the functions and their representations through which function transformations are explored in these GeoGebra applets, the effects and components of transformations that the GeoGebra…
Descriptors: Mathematics Education, Computer Uses in Education, Computer Oriented Programs, Educational Technology
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Muhammad Andiri Hendrawan; Romadhani Ardi – International Society for Technology, Education, and Science, 2023
The use of smartphones has become a primary need in supporting human daily activities. With the presence of a smartphone, various activities can be carried out only through an application. One application that is currently popular with Indonesians is an investment application with products such as stocks, mutual funds, and crypto. The presence of…
Descriptors: Handheld Devices, Computer Oriented Programs, Models, Investment
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Durr, Sarah Jane; Lotz-Sistika, Heila – International Association for Development of the Information Society, 2019
This paper reviews the research undertaken in a social learning and innovation project focusing on food surplus redistribution, via a mobile application project called 'Food for Us'. This initiative was pilot tested in two study sites, namely Worcester, Western Cape and the Raymond Mhlaba municipality, Eastern Cape in South Africa. In South…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Food
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Cinamon Sunrise Bailey; Tolulope Famaye; Deepika Sistla; Katherine Mulholland – AERA Online Paper Repository, 2024
Adult immigrants, who are learning English in the U.S., often face challenges obtaining educational, social, and economic resources due to linguistic difficulties. These learners need additional access to real-world opportunities to use and practice English. This case study examines how two adults in the southeastern U.S. used a mobile augmented…
Descriptors: Computer Simulation, Handheld Devices, Educational Opportunities, Adult Students
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Shiv K. Tripathi; Wolfgang C. Amann; Agat Stachowicz-Stanusch – International Society for Technology, Education, and Science, 2023
The effective anti-corruption education requires careful understanding of the teaching-learning context. At the different stages of the designing an anti-corruption focuses course, we need to consider factors related to target learning group as well as the respective context in which they are. Learning style versatility is an important factor that…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Computer Oriented Programs
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Patrick Jost; Elias Berchtold; Sebastian Rangger – International Association for Development of the Information Society, 2024
One of the world's most famous pyramids is not located in Egypt but is on a music album cover by the band Pink Floyd. However, not a pyramid but a prism, the iconic image of a beam of light turning into a rainbow is a powerful symbol that captures the complexities of colour perception across cultures and individuals. This study examines how…
Descriptors: Color, Visual Discrimination, Visual Perception, Discrimination Learning
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Rita Rodrigues; Lúcia Pombo; Margarida M. Marques; Sofia Ribeiro; João Ferreira-Santos; Julia Draghi – International Association for Development of the Information Society, 2023
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Educational Technology
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Jon Dron; Rory McGreal; Vive Kumar; Jennifer D. Davies – OTESSA Conference Proceedings, 2022
E-texts have many advantages over their paper counterparts, especially when they are reflowable and available as open educational resources (OERs). Unfortunately, research suggests that e-texts are, on the whole, less memorable than p-texts, in part due to their relative lack of visual navigational landmarks that help to anchor recall. The…
Descriptors: Recall (Psychology), Short Term Memory, Electronic Publishing, Open Educational Resources
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Gobel, Peter; Kano, Makimi – International Association for Development of the Information Society, 2019
Simultaneous in-class presentations are well suited to the use of peer evaluation, which also promotes greater involvement of the student audience. The problem for the teacher is how to manage peer evaluation and make it a useful part of the curriculum. PeerEval is a mobile application that allows students to anonymously evaluate presentations in…
Descriptors: Peer Evaluation, Telecommunications, Handheld Devices, Educational Technology
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Emely Crystina da Silva Viana; Hélio José Santos Maia; Danielle Alves de Oliveira Tabosa; Daniel Alves da Silva; Fábio Lúcio Lopes de Mendonça; Rafael Timóteo de Sousa Júnior – International Association for Development of the Information Society, 2023
The research presents the objective of analyzing the challenges and potentialities of teaching with the use of m-learning, in literacy classes during remote teaching caused by the COVID-19 pandemic, based on learning results regarding the appropriation of the writing system alphabetical. In view of the constant social and educational changes…
Descriptors: Foreign Countries, Literacy Education, Electronic Learning, Handheld Devices
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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Albertson, Brendon – Research-publishing.net, 2021
A Computer-Assisted Language Learning (CALL) application, TextMix, was developed as a proof-of-concept for applying Natural Language Processing (NLP) sentence chunking techniques to creating 'sentence scramble' learning tasks. TextMix addresses limitations of existing applications for creating sentence scrambles by using NLP to parse and scramble…
Descriptors: Computer Assisted Instruction, Second Language Learning, Natural Language Processing, Sentences
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Salgo, Alexander; O'Shea, Galen; Hellemans, Kim; Davies, Jim – International Association for Development of the Information Society, 2021
We introduce an open-source game-like educational software that teaches users about how action potentials work. The Postsynaptic Simulator requires users to demonstrate understanding of neural mechanisms to progress through levels, each of which teaches a different aspect of neuron activity. [For the full proceedings, see ED621108.]
Descriptors: Open Source Technology, Educational Games, Simulation, Brain
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