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Joanna Kic-Drgas; Ferit Kiliçkaya – Educational Technology Research and Development, 2024
This study explores the digital self-regulatory practices of English as a Foreign Language (EFL) pre-service teachers via mobile applications in the post-pandemic era. The research is motivated by the need to address the absence of literature on the self-regulatory learning behaviours of EFL pre-service teachers in the aftermath of the…
Descriptors: Electronic Learning, Independent Study, Handheld Devices, Computer Oriented Programs
Jack Rutherford; Ross Brisco; Robert Lynch – Design and Technology Education, 2024
Few digital product development tools are used in industry and academia compared to their historic paper-based counterparts. This is surprising as many parts of the product development process have digitised such as communication and Computer-Aided Design. Therefore, a gap in knowledge was identified which informed the development of a novel…
Descriptors: Productivity, Research and Development, Concept Formation, Computer Assisted Design
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Bratlie, Siri Steffensen; Gustafsson, Jan-Eric; Torkildsen, Janne von Koss – Reading Research Quarterly, 2022
Language-minority students constitute a heterogeneous group, both in terms of skills in the majority language and contextual factors, such as language use at home and socioeconomic status. These characteristics may interact with the effectiveness of language instruction programs. This study investigated whether the effectiveness of a digital…
Descriptors: Program Effectiveness, Computer Oriented Programs, Morphology (Languages), Language Minorities
Mettis, Kadri; Väljataga, Terje – International Journal of Mobile and Blended Learning, 2022
The aim of this study was to investigate how mobile outdoor learning supports the development of students' conceptual understanding about local socio-environmental problems and students' attitudes towards the learning activity. To explore these aspects, a study following a design-based research model was designed and conducted with 68 eighth-ninth…
Descriptors: Middle School Students, Outdoor Education, Environmental Education, Social Problems
Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries
Fichten, Catherine S.; Havel, Alice; Jorgensen, Mary; Wileman, Susie; Harvison, Maegan; Arcuri, Rosie; Ruffolo, Olivia – Journal of Education and Learning, 2022
Attention Deficit Hyperactivity Disorder (ADHD) experts and individuals with ADHD have made many recommendations concerning mobile apps that could potentially help college students succeed. But do students know about these recommended apps? Do they find them useful? How do students use mobile apps for completing schoolwork? To answer these…
Descriptors: Attention Deficit Hyperactivity Disorder, Students with Disabilities, Student Attitudes, College Students
Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Lawal-Adebowale, O. A.; Oyekunle, O. – International Journal of Education and Development using Information and Communication Technology, 2021
The importance of education to individual and national development engendered the need for both quality teaching and learning by teachers and students respectively. To accomplish these objectives, digital education apps have become intensively deployed for teaching and learning in the school system. Based on the potential of integrating the…
Descriptors: Foreign Countries, Agricultural Education, College Students, Technology Integration
Nilsen, Malin; Lundin, Mona; Wallerstedt, Cecilia; Pramling, Niklas – Early Years: An International Journal of Research and Development, 2021
The use of apps in preschool has increased considerably during the last few years. Studies have shown that digital technologies are sometimes used to replace analogue artefacts in educational settings. This calls for studies on how the use of apps transforms preschool activities. This study empirically investigates how preschool children play…
Descriptors: Preschool Children, Preschool Education, Computer Oriented Programs, Educational Technology
Botturi, Luca – Journal of Media Literacy Education, 2021
The internet is today a significant part of children's daily lives, and digital competences have been included as basic learning goals in many school systems worldwide. In order to develop sound and effective early-age internet education programs, information about how children use the internet should be integrated with insights in how they…
Descriptors: Internet, Children, Elementary School Students, Foreign Countries
Dincer, Berna; Bahçecik, Nefise – Health Education Journal, 2021
Objective: This study aimed to develop an animation-supported Mobile Diabetic Foot Care Education (M-DFCE) application for use by individuals with type 2 diabetes and identify its effects on knowledge, self-efficacy and foot care behaviour. Design: Randomised, controlled experimental study. Setting and Method: The study was carried out between…
Descriptors: Diabetes, Health Education, Telecommunications, Handheld Devices
López-Moranchel, Ignacio; Franco, Evelia; Urosa, Belén; Maurelos-Castell, Patricia; Martín-Íñigo, Esther; Montes, Victoria – Education Sciences, 2021
Mobile learning (mLearning) is now being increasingly used in university education, with positive impacts on the motivation and predisposition of students when learning. The aim of this study was to evaluate the impact of the use of mobile applications as a learning resource in applied biomechanics, with regard to attitudinal variables (interest,…
Descriptors: College Students, Electronic Learning, Science Education, Biomechanics
Munoto, Munoto; Sumbawati, Meini Sondang; Sari, Satriana Fitri Mustika – International Journal of Information and Communication Technology Education, 2021
Mobile phones can be functionalized in the process of learning using cellular devices and computing systems. The present study aims to (1) develop mobile learning applications and (2) find out student responses in the learning process using m-learning. This research used the 4D model (defining, designing, developing, and disseminating) written by…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes

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