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Showing 1 to 15 of 91 results Save | Export
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Daniel Laumann; Maurice Krause; Fabienne E. Kremer; Barbara Leibrock; Malte S. Ubben; Boris Forthmann; Robin Janzik; Dörthe Masemann; Felix Reer; Cornelia Denz; Gilbert Greefrath; Susanne Heinicke; Annette Marohn; Thorsten Quandt; Elmar Souvignier; Stefan Heusler – Education and Information Technologies, 2025
In recent years, the importance of mobile devices has increased for education in general and more specifically for science and mathematics education. In the classroom, approaches for teaching with mobile devices include using student-owned devices ("bring your own device"; BYOD approach) or using school-owned devices from central pools…
Descriptors: Electronic Learning, Technology Uses in Education, Educational Technology, Handheld Devices
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Samuel Taylor – JALT CALL Journal, 2025
Location-based Augmented Reality (AR) technology has the potential to transform language education by enabling situated, authentic, and collaborative learning. Yet, while some research has found that AR facilitates learning, other research has found that AR increases cognitive load, is distracting, and provides too much information during learning…
Descriptors: Computer Simulation, Technology Uses in Education, Second Language Instruction, English (Second Language)
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Tracy, Lauren F.; Segina, Roxanne K.; Cadiz, Manuel Diaz; Stepp, Cara E. – Journal of Speech, Language, and Hearing Research, 2020
Purpose: Communicating remotely using audio and audiovisual technology is ubiquitous in modern work and social environments. Remote communication is increasing in medicine and in voice therapy delivery, and this evolution may have an impact on speakers' voices. This study sought to determine whether these communication modalities impact the voice…
Descriptors: Speech Communication, Telecommunications, Audiovisual Communications, Acoustics
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Jost, Patrick; Rangger, Sebastian; Künz, Andreas – International Association for Development of the Information Society, 2023
With the growing prevalence of mobile apps for self-directed learning, educational games increasingly find their place in everyday routines, becoming accessible to a broad audience. Despite the growing ease of content creation by artificial intelligence computing, the challenge of designing effective and engaging Serious Games remains,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Educational Games
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Firuzan Hilal Karabay; Can Mese – Asia Pacific Education Review, 2025
In the study, problem-solving educational software (ProSES) was developed to reduce the challenges and mistakes experienced by primary school third-grade students in mathematical problem solving and to provide scaffolding and hint support for teacher help for the students using mobile technologies. The study aimed to determine the impact of the…
Descriptors: Computer Software, Elementary School Students, Grade 3, Mathematics Instruction
Maeesa Ayesha; Anu Tammeleht; Tiiu Tammemäe; Maarja Hallik – Sage Research Methods Cases, 2022
This case study describes in detail the process of cocreating a self-reflection tool for inclusive classrooms in the context of a university-based innovation lab in Estonia named Proovikivi (https://proovikivi.ee/). The study, which follows an exploratory, interventional, and qualitative case study methodology, was implemented in three phases…
Descriptors: Reflection, Foreign Countries, Inclusion, Educational Innovation
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Wang, Wei-Tsong; Lin, Ying-Lien; Lu, Hsin-En – Education and Information Technologies, 2023
Students are commonly in a high cognitive load state when they encounter sophisticated knowledge. Whether the novel augmented reality (AR) technology can be utilized in an online learning course to explain complicated scientific concepts in a more understandable manner to students during the COVID-19 period is an unaddressed issue. This study aims…
Descriptors: Computer Simulation, Online Courses, COVID-19, Pandemics
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Kyari, Adam Konto; Hudithi, Faisal Abdullah Al – International Journal of Learning and Change, 2022
This study investigates the factors influencing consumers' adoption of mobile banking in Nigeria using the innovation of diffusion theory. Data was collected via a five-point Likert questionnaire and analysed using factor analysis and multiple regression model. Revealed here is the fact that relative advantage, observability and complexity have…
Descriptors: Foreign Countries, Banking, Telecommunications, Handheld Devices
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Xiaoming Yang; Jie Hu – Computer Assisted Language Learning, 2024
Previous research has documented that students' reading comprehension performance in learning English as a foreign language (EFL) differs greatly between mobile-assisted and paper-based reading. The present study extends previous work by investigating whether reading cognitive load differs between mobile-assisted and paper-based EFL reading…
Descriptors: Handheld Devices, Printed Materials, Reading Achievement, Reading Comprehension
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Lentejas, Kembell Gaw; Lam, Joseph Hin Yan; Tong, Shelley Xiuli – Communication Disorders Quarterly, 2023
With the COVID-19 pandemic necessitating the adoption of telepractice for providing speech and language therapy services, this study investigated the factors affecting the perceptions and the implementation of telepractice for school-age children by speech-language pathologists (SLPs) in the Philippines. Sixty-four SLPs completed a 36-item online…
Descriptors: Professional Development, Speech Language Pathology, Allied Health Personnel, Telecommunications
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Hochberg, Katrin; Becker, Sebastian; Louis, Malte; Klein, Pascal; Kuhn, Jochen – Journal of Science Education and Technology, 2020
Mobile devices (smartphones or tablets) as experimental tools (METs) offer inspiring possibilities for science education, but until now, there has been little research studying this approach. Previous research indicated that METs have positive effects on students' interest and curiosity. The present investigation focuses on potential cognitive…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Science Instruction
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Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
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Schultz, Brandon K.; Zoder-Martell, Kimberly A.; Fischer, Aaron; Collier-Meek, Melissa A.; Erchul, William P.; Schoemann, Alexander M. – Journal of Educational and Psychological Consultation, 2018
School psychologists report a desire to increase consultation with teachers but are limited by competing job demands. Consultation via videoconference (i.e., teleconsultation) offers one possible means of increasing consultant availability to teachers, but little is known about the acceptability of this technology in actual practice. In this…
Descriptors: Consultation Programs, Telecommunications, School Psychologists, Videoconferencing
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Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
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Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
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