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Bahari, Akbar – Interactive Learning Environments, 2023
Second language teaching approaches that were originally proposed for classroom context are used for blended learning context as well as distance learning contexts regardless of their fundamental differences in terms of applicability, accessibility, objectives, designs and theoretical bases. Such theoretical and practical incompatibilities served…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Second Language Learning, English (Second Language)
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Petko, Dominik; Cantieni, Andrea; Schmid, Regina; Müller, Laura; Krannich, Maike; Michos, Konstantinos – Journal of Digital Learning in Teacher Education, 2023
Mobile technologies are promising tools to scaffold teaching practice. In this study, we developed and tested a mobile app for teacher education. This mobile portfolio enables multimedia-based note-taking, reflection, and discussion with peers and mentors. We conducted two studies to explore the effect of design variants and use scenarios on the…
Descriptors: Educational Technology, Computer Oriented Programs, Handheld Devices, Portfolios (Background Materials)
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Valeriy Savin; Alexander Osadchy; Lyudmila Savina; Igor Stasuk; Ivan Barinov – International Society for Technology, Education, and Science, 2023
The proposed computer system implements a scheme of joint-classroom and distance learning, scientific and exploratory research in order to motivate and stimulate students' independent work in acquiring professional competencies. The developed system reflects both the traditional structure of education in universities using groups of students,…
Descriptors: Distance Education, Job Training, Engineering, Sciences
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Fegely, Alex; Cherner, Todd S. – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This article presents a comprehensive rubric for evaluating educational virtual reality experiences for mobile devices. The aim of this article is to systematically analyze research to address the quality of virtual reality experiences on mobile applications in order to extend the work of Lee and Cherner (2015) and their instructional…
Descriptors: Scoring Rubrics, Computer Simulation, Educational Technology, Handheld Devices
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Hadi, Said Hirzi; Permanasari, Adhistya Erna; Hartanto, Rudy; Sakkinah, Intan Sulistyaningrum; Sholihin, Mahfud; Sari, Ratna Candra; Haniffa, Roszaini – Education and Information Technologies, 2022
Ethics education is increasingly needed in business schools due to the escalation of fraud in business practices. However, faculties face challenges in gaining the millennials and Z generation's interest and attention, who are generally digital savvy, when teaching accounting ethics. One of the learning media that is suitable for millennial and Z…
Descriptors: Ethical Instruction, Accounting, Business Administration Education, Computer Simulation
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Marcroft, Tina A.; Rasmussen, Chris; Kelley, Scott T. – Journal of College Science Teaching, 2022
The field of biology education--and other science, technology, engineering, and mathematics (STEM) disciplines more broadly--has witnessed two major shifts in the past decade: (i) the increased awareness of research-based instructional strategies (RBIS) that are beneficial for student learning, and (ii) a recognition of the importance of computing…
Descriptors: STEM Education, Biology, Evidence Based Practice, Computer Oriented Programs
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Sakr, Mona; Oscar, Amanda – Early Years: An International Journal of Research and Development, 2022
There is a tension between the early years (EY) ideal of 'stretchy time' for free-flow play and discourses surrounding children's digital play, which emphasise the need for time limits. To explore this tension further, we engaged in collaborative reflective dialogue with 20 EY practitioners in a workshop exploring apps for young children. Based on…
Descriptors: Early Childhood Education, Early Childhood Teachers, Teacher Attitudes, Play
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Musti-Rao, Shobana; Telesman, Alana Oif – Journal of Behavioral Education, 2022
This study employed an alternating treatments design to compare the effects of two types of practice conditions on the subtraction fact fluency in a fifth-grade classroom. Eight, fifth-grade students participated in the study over a 5-week intervention period practicing addition and subtraction facts in a "fact families" condition (A +…
Descriptors: Subtraction, Mathematics Skills, Grade 5, Intervention
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Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Benazir Quadir; Jie Chi Yang; Wei Wang – Interactive Learning Environments, 2024
Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps…
Descriptors: Handheld Devices, Educational Technology, Computer Oriented Programs, English (Second Language)
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Daryl Axelrod; Jennifer Kahn – Educational Technology Research and Development, 2024
This paper extends research that looks at the intersection of multimodal composing and maker education. We present findings from a fourth iteration of a multidisciplinary classroom design study in which high school youth made digital comics based on literary novels in an 11th grade language arts classroom in a predominantly Hispanic, low-SES,…
Descriptors: High School Students, Grade 11, Language Arts, Cartoons
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Thomas Sergent; Morgane Daniel; François Bouchet; Thibault Carron – IEEE Transactions on Learning Technologies, 2024
Self-regulated learning (SRL) skills are critical for students of all ages to maximize their learning. Two key processes of SRL are being aware of one's performance (self-evaluation) and believing in one's capabilities to produce given attainments (self-efficacy). To assess and improve these capabilities in young children (5-8), we use a literacy…
Descriptors: Self Evaluation (Individuals), Self Efficacy, Self Management, Children
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Pandora Dorouka; Michail Kalogiannakis; Ron Blonder – Journal of Science Education and Technology, 2024
Successful integration of digital technologies in the education of young children still needs to be solved. Despite a growing body of research focusing on learning through digital technologies in childhood, there are areas of knowledge where the impact of digital technologies has yet to be explored. A prominent example is nanoscience and…
Descriptors: Handheld Devices, Computer Oriented Programs, Literacy Education, Early Childhood Education
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Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
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Shatha Mohammed Almalki – International Journal of Mobile and Blended Learning, 2024
This critical participatory action research explored undergraduate female Saudi students' perspectives on the implications of a self-organised learning environment (SOLE) via their mobile devices. Data was gathered from interviews and focus groups using a convenience sample of 27 undergraduate students and the researcher's reflective journals. The…
Descriptors: Student Attitudes, Individualized Instruction, Educational Environment, Handheld Devices
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