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Leo A. Mamolo; Shalom Grace C. Sugano – E-Learning and Digital Media, 2024
The pandemic brought changes in the educational setup leading all learning institutions to rely on online learning. In instruction, using the e-learning method has increased due to the pandemic. This study investigated the effects of the Digital Interactive Math Comics (DIMaC) mobile App on students' self-efficacy, anxiety, and achievement in…
Descriptors: Student Attitudes, Self Efficacy, Mathematics Anxiety, Mathematics Achievement
Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
Eduarda Sousa-Sá; Natalie Lander; Ahmad Abu Alqumsan; Shehab Alsanwy; Darius Nahavandi; Nicole Toomey; Shady Mohamed; Steven Lewis; Lisa M. Barnett – Journal of Teaching in Physical Education, 2024
Purpose: To refine a motor competence assessment app prototype, enabling its redesign. Method: Workshops were conducted to inform the prototype development. App's usability was evaluated on its ability to communicate relevant information to the teachers (n = 9). A "think out loud" protocol was applied by the users. Results: Both…
Descriptors: Physical Education Teachers, Student Evaluation, Psychomotor Skills, Computer Oriented Programs
Lara Hoareau; Youssef Tazouti – Education and Information Technologies, 2024
Although the acceptance of educational apps and their contributions to learning have been widely researched, none of these studies have examined links between teachers' acceptance of apps and their students' skills. The present study investigated this issue with respect to a new, French-language educational app for helping preschool children…
Descriptors: Educational Technology, Computer Oriented Programs, Preschool Children, Emergent Literacy
Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
Akiyo Hirai; Angelina Kovalyova – Language Learning & Technology, 2024
Speech-to-text applications have great potential for helping students with English language comprehension and pronunciation practice. This study explores the functionality of five speech-to-text (STT) applications (Google Docs voice typing tool, Apple Dictation, Windows 10 Dictation, Dictation.io [a website service], and "Transcribe" [an…
Descriptors: Assistive Technology, English Language Learners, English (Second Language), Articulation (Speech)
Harriet R. Tenenbaum; Jo Van Herwegen – International Journal of Early Years Education, 2024
Many technological applications (apps) purport to help children learn academic material. Building on research in developmental and educational psychology, we developed and tested an app to teach biological and physical science content to preschool children. There were 21 children in the control condition (M[subscript age] = 50.30 months, SD =…
Descriptors: Preschool Children, Elementary School Science, Science Education, Science Instruction
Unggi Lee; Yeil Jeong; Junbo Koh; Gyuri Byun; Yunseo Lee; Youngsun Hwang; Hyeoncheol Kim; Cheolil Lim – Educational Technology & Society, 2024
Debate is a universally acknowledged competency for its vital role in fostering essential skills such as analytical reasoning, eloquent communication, and persuasive argument construction. This is relevant in both formal educational settings like classrooms and informal venues such as after-school clubs. Traditional debate training methods often…
Descriptors: Artificial Intelligence, Debate, Computer Oriented Programs, Technology Uses in Education
Özaydin Aydogdu, Yildiz; Yalçin, Nursel – Malaysian Online Journal of Educational Technology, 2020
Adaptive educational hypermedia is an environment that offers an individualized learning environment according to the characteristics, knowledge and purpose of the students. In general, adaptive educational hypermedia, a user model is created based on user characteristics and adaptations are made in terms of text, content or presentation according…
Descriptors: Educational Technology, Hypermedia, Computer System Design, Usability
Klar, Renate; Lanzerath, Dirk – Research Ethics, 2020
As COVID-19 continues to spread, a variety of COVID-19 tracking apps (CTAs) have been introduced to help contain the pandemic. Deployment of this technology poses serious challenges of effectiveness, technological problems and risks to privacy and equity. The "ethical" use of CTAs depends heavily on the protection of voluntariness.…
Descriptors: COVID-19, Ethics, Computer Oriented Programs, Handheld Devices
Kumar, Bimal Aklesh; Goundar, Munil Shiva; Chand, Sailesh Saras – Education and Information Technologies, 2020
Heuristic evaluation is a fast and cheap method that can be used to identify usability flaws in mobile learning applications. In this paper, we proposed a framework for heuristic evaluation of mobile learning applications to ensure that best practices are followed, hence saving time and effort in conducting a heuristic evaluation. Ten case studies…
Descriptors: Heuristics, Usability, Electronic Learning, Computer Oriented Programs
Loukil, Faiza; Abed, Mourad; Boukadi, Khouloud – Education and Information Technologies, 2021
The rapid development of blockchain technology has influenced several fields, including financial, healthcare, and supply chain systems. Recently, this technology has also been applied in education thanks to its unique features, including decentralization, trustworthiness, and security. Despite the bright side of blockchain, several concerns…
Descriptors: Adoption (Ideas), Technology Uses in Education, Educational Research, Computer Oriented Programs
Jordheim, Lars Petter; Denuzie`re, Anne; Machon, Christelle; Zeinyeh, Wael – Journal of Chemical Education, 2021
The understanding of the basic principles of chromatography is of high importance for chemistry, pharmacy, and biology students. In this paper, we present a free web application which can be used as a teaching tool to introduce chromatography to undergraduate students, using one of the simplest chromatography models: the plate theory.
Descriptors: Chemistry, Laboratory Procedures, Computer Oriented Programs, Science Instruction
Robinson, Bradley – International Journal of Qualitative Studies in Education (QSE), 2021
This article emerged in response to the increasing ubiquity of the ClassDojo app, a Silicon Valley-developed digital communication and behavior management platform, in grade schools throughout the world. The author engages critically with ClassDojo by situating it within current scholarship around network governance, describing how the app may…
Descriptors: Educational Technology, Computer Oriented Programs, Classroom Techniques, Elementary School Students
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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