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Demirtas, Erkan; Özçelik, Sadik – International Journal of Modern Education Studies, 2021
This paper analyzes the use of mobile applications for learning purposes by music education department students. The survey design was used as the research method. The Mobile Application Usage in Music Learning scale developed by the researcher was used as a data collection tool. After the validity and reliability studies were carried out, the…
Descriptors: Music Education, Educational Technology, Telecommunications, Handheld Devices
Hsu, Ting-Chia; Chen, Mu-Sheng – Research and Practice in Technology Enhanced Learning, 2022
This research explored the creative thinking, learning achievement, and engagement of students when they integrated the application of the personal audio classifier (PAC) into the competition of a computational thinking (CT) board game (i.e., the experimental group), or did not integrate it into the competition but only collaborated with peers to…
Descriptors: Learner Engagement, Robotics, Games, Computation
Gallardo-Montes, Carmen del Pilar; Caurcel Cara, María Jesús; Rodríguez Fuentes, Antonio – Education and Information Technologies, 2022
Mobile apps represent a resource with great potential for encouraging the development of many skills, given the high number of apps available and the quick access to them. Many professionals and families include these resources in the education and therapy of children with autism. For a group with such particular needs, a review of the apps is…
Descriptors: Autism, Pervasive Developmental Disorders, Telecommunications, Handheld Devices
Chang, Ching-Yi; Hwang, Gwo-Jen; Gau, Meei-Ling – British Journal of Educational Technology, 2022
The aims of nursing training include not only mastering skills but also fostering the competence to make decisions for problem solving. In prenatal education, cultivating nurses' knowledge and competence of vaccine administration is a crucial issue for protecting pregnant women and newborns from infection. Therefore, obstetric vaccination…
Descriptors: Nursing Education, Job Skills, Skill Development, Knowledge Level
Winter, Julia E.; Engalan, Joseph; Wegwerth, Sarah E.; Manchester, Gianna J.; Wentzel, Michael T.; Evans, Michael J.; Kabrhel, James E.; Yee, Lawrence J. – Journal of Chemical Education, 2020
The mechanism maps that guide student instruction in organic chemistry curricula are structural representations of bond-breaking and bond-making events that transform a reactant into a product. For students, these pathways represented by electron pushing formalism (EPF) can be challenging to navigate. For instructors, providing formative feedback…
Descriptors: Organic Chemistry, Science Instruction, Computer Uses in Education, Educational Technology
Preston, Christine – Teaching Science, 2020
This paper details a digital technology solution to a problem that arose during a science lesson in an early years class. The teacher used the opportunity to enable the children to apply their knowledge and skills of a software application developed in a recent ICT class. Using the age-appropriate app, the students could communicate their learning…
Descriptors: Educational Technology, Technology Uses in Education, Science Instruction, Computer Software
Nuryadin, Bebeh Wahid – Physics Education, 2020
This research aims to develop a falling chain experiment apparatus using kitchen scales and digital cameras (smartphones). Digital cameras were used to observe and record changes in the mass of falling chains measured using kitchen scales. Video recordings from observations of falling chain masses were analysed using Tracker 5.1.1 software. The…
Descriptors: Physics, Science Instruction, Teaching Methods, Video Technology
Ng, Eugenia M. W.; Wong, Hugo C. H. – International Journal on E-Learning, 2020
This study aims to explore the practices of university students in China regarding mobile learning using a questionnaire. A self-administered questionnaire with reference to the Framework for the Rational Analysis of Mobile Education (FRAME) model was used for this study. A total of 490 valid responses were received from students studying at the…
Descriptors: Foreign Countries, Electronic Learning, College Students, Majors (Students)
Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Cheryl A. Vamos; Joseph A. Puccio; Stacey B. Griner; Rachel G. Logan; Rumour Piepenbrink; Morgan Richardson Cayama; Sharonda M. Lovett; Helen Mahony; Ellen M. Daley – Journal of American College Health, 2024
Objective: To explore health literacy needs and preferences for a technology-based intervention (app) to improve sexual and reproductive health (SRH) among college students. Participants: In Spring 2019, in-depth interviews were conducted with 20 participants (10 male, 10 female) from a large, public university. Methods: Interview guide was…
Descriptors: College Students, Sexually Transmitted Diseases, Sex Education, Health Education
Tory Thorkelson – MEXTESOL Journal, 2024
The COVID-19 pandemic forced institutions, faculty, and students to use emergency remote teaching (ERT) in the early stages of 2020. All educational levels, as well as schools and universities around the world, were affected. Although ERT and online education are not necessarily synonymous (see Thorkelson, 2021), most classes were delivered…
Descriptors: Pandemics, COVID-19, Educational Needs, Educational Change
Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software
Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
Simin Ren; Paul Seedhouse – Classroom Discourse, 2024
We present "doing language testing" sequences; L2 learners decide for themselves to test themselves or each other explicitly on new linguistic items, outside the official task cycle with no professional present, investing extra time and energy. We examine how and why pairs of learners do this, and its impact on their learning. They use…
Descriptors: Second Language Learning, Second Language Instruction, Language Tests, Computer Software
Runtong He; De Dong – International Journal of Adult Education and Technology, 2024
With the enhancement of internet medium and development of science and technology, interactive technologies have gradually emerged in the field of language education. However, previous empirical studies and meta-analyses have focused on the impact of specific types of technologies. Therefore, this study aims to comprehensively synthesize the…
Descriptors: Meta Analysis, Second Language Learning, Second Language Instruction, Teaching Methods

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