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Chen, Teresa; Hsu, Hui-Mei; Stamm, Sheila Wright; Yeh, Ronnie – E-Learning and Digital Media, 2019
The purpose of this study was to identify salient features for a critical thinking app and create an instrument to facilitate the app evaluation and selection process. Two questions guided the study: (1) What distinguishes critical thinking instructional apps from others? and (2) What design principles are essential to develop a critical thinking…
Descriptors: College Students, Student Evaluation, Evaluation Methods, Critical Thinking
Loan, Phan Thi; Hsu, Wan Ting – Metropolitan Universities, 2019
Environmental protection is an increasing concern across Taiwan. Facebook and LINE enjoy high penetration in Taiwan, are potential platforms for democratizing the research process. Citizens participate in evaluating their environment, contributing to its protection as well as having voice in decision making in the environment community-engaged…
Descriptors: Foreign Countries, Natural Disasters, Civil Defense, Emergency Programs
Morris, Bradley J.; Owens, Whitney; Ellenbogen, Kirsten; Erduran, Sibel; Dunlosky, John – International Journal of STEM Education, 2019
Background: Informal science activities are critical for supporting long-term learning in STEM fields. However, little is known about the kinds of activities children and their families engage in outside of formal settings and how such activities foster long-term STEM engagement. One gap in the literature is the lack of data that document…
Descriptors: Informal Education, STEM Education, Learning Activities, Measures (Individuals)
Rogers, Simon A.; Hassmén, Peter; Hunter, Adam; Alcock, Alison; Crewe, Stewart T.; Strauts, Janina A.; Gilleard, Wendy L.; Weissensteiner, Juanita R. – Measurement in Physical Education and Exercise Science, 2019
This study aimed to assess the validity and reliability of jump assessments using the "MyJump2" application. Eleven junior athletes (15 ± 1.4 years) performed five countermovement (CMJ) and drop jumps (DJ) measured simultaneously by a force platform and "MyJump2." Additionally, intra- and inter-day reliability was assessed over…
Descriptors: Adolescents, Athletes, Measurement Equipment, Handheld Devices
Outhwaite, Laura A.; Faulder, Marc; Gulliford, Anthea; Pitchford, Nicola J. – Journal of Educational Psychology, 2019
Improving provision and raising achievement in early math for young children is of national importance. Child-centered apps offer an opportunity to develop strong foundations in learning math as they deliver one-to-one instruction. Reported here is the first pupil-level randomized control trial in the United Kingdom of interactive math apps…
Descriptors: Mathematics Achievement, Computer Uses in Education, Computer Oriented Programs, Mathematics Instruction
Yerys, Benjamin E.; Bertollo, Jennifer R.; Kenworthy, Lauren; Dawson, Geraldine; Marco, Elysa J.; Schultz, Robert T.; Sikich, Linmarie – Journal of Autism and Developmental Disorders, 2019
The presence of attention deficit/hyperactivity disorder (ADHD) symptoms in children with autism spectrum disorder (ASD) is associated with worse cognitive control. Children with ASD and ADHD often respond poorly to medications, thus we need alternative treatments. We examined the feasibility, acceptability, and preliminary efficacy of Project…
Descriptors: Autism, Pervasive Developmental Disorders, Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders)
Rambe, Patient; Mkono, Muchazondida – British Journal of Educational Technology, 2019
Despite the surging prominence of literature that explores mobile instant messaging's (MIM) capacity to leverage transformative pedagogical practices in higher education, studies that unravel the appropriation of MIM to leverage postgraduate supervision in authentic learning contexts are less frequent. Consequently, a gap persists on the nature of…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Higher Education
Zhao, Fang – International Journal of Higher Education, 2019
This study investigates the effectiveness of Quizizz on enhancing students' learning experiences in an accounting classroom. Quizizz is an educational app that enables students to participate in fun multiplayer class activities. After doing in-class exercises using Quizizz, students report that this app brings positive impact on their learning…
Descriptors: Accounting, Business Administration Education, College Students, Educational Games
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
Natale, Caio Cotta; Mello, Paula Seixas; Trivelato, Silvia Luzia Frateschi; Marzin-Janvier, Patricia; Manzoni-de-Almeida, Daniel – Higher Learning Research Communications, 2021
Objectives: To describe the implementation of a hybrid and an online active-learning-based science activity originally designed for face-to-face instruction. The goal was to verify if students used appropriate science practices while engaged in a problem solution through hybrid and fully online modalities. Epistemic practices are important markers…
Descriptors: Scientific Literacy, Science Education, Online Courses, Blended Learning
Le, Van Huynh Ha; Nguyen, Huy Ngoc – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Foreign language anxiety (FLA) has a debilitating influence on the oral performance of EFL speakers. Over the past decade, most research in MALL has emphasized the use of mobile applications on improving language skills, but little research has explored the impact of using video recording tool to decrease foreign language speaking anxiety (FLSA).…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, English (Second Language)
Rosario, Martin G. – Journal of Learning and Teaching in Digital Age, 2021
As a result of the current COVID-19 pandemic, converting traditional face-to-face instructional methods into online courses have been a challenge. Online teaching offers limited options and means for explaining human anatomy, inflicting significant hardships in perceiving the depth and organization of anatomy among graduate students. This article…
Descriptors: Anatomy, COVID-19, Pandemics, Teaching Methods
Dennis, Lindsay R.; Whalon, Kelly J. – Remedial and Special Education, 2021
A repeated acquisition (RA) design was used to compare the effectiveness of research-based instruction embedded in repeated storybook reading facilitated by an adult or tablet application (app) on the vocabulary knowledge of six preschool children. All participants selected scored below the 40th percentile on the "Preschool Language…
Descriptors: At Risk Students, Preschool Education, Preschool Children, Program Effectiveness
Schutera, Stefanie; Schnierle, Marc; Wu, Mathilde; Pertzel, Tim; Seybold, Jonathan; Bauer, Patricia; Teutscher, Dennis; Raedle, Matthias; Heß-Mohr, Natascha; Röck, Sascha; Krause, Mathias J. – Education Sciences, 2021
Learning content in mathematics, such as vector geometry, is still predominantly taught in an abstract manner, as the visualization and interaction of three-dimensional problems are limited with classical forms of teaching such as blackboard lessons or exercise sheets. This research article proposes the use of augmented reality (AR) in mathematics…
Descriptors: Mathematics Instruction, Computer Simulation, Geometry, Visual Aids
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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