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Billur Aksoy; Lester R. Lusher; Scott E. Carrell – National Bureau of Economic Research, 2025
Phone usage in the classroom has been linked to worsened academic outcomes. We present findings from a field experiment conducted at a large public university in partnership with an app marketed as a soft commitment device that provides incentives to reduce phone use in the classroom. We find that app usage led to improvements in classroom focus,…
Descriptors: Attention Control, Telecommunications, Handheld Devices, Universities
Bimal Aklesh Kumar – Interactive Learning Environments, 2024
Mobile learning applications are being developed to support the teaching and learning process. The lack of an accepted methodology for developing these applications motivated the establishment of a design science research process for developing mobile learning applications. Design science methodology from the information systems domain was…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Design
Yuting Mu; Yuqi Gao; Yanmin Zhao – International Journal on E-Learning, 2025
With the increasing use of mobile applications for educational purposes among university students, enhancing the efficiency of mobile instruction and learning is a key concern in higher education. It is, therefore, necessary to explore students' mobile learning habits and to identify the factors that influence their mobile learning to further…
Descriptors: College Students, Student Attitudes, Handheld Devices, Computer Oriented Programs
Design and Validation of a Usability Evaluation Questionnaire (UEQ) for Mobile Learning Applications
Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
Su, Man; Ha, Jesse; Cortés, Luis E. Pérez; Bernier, Jeremy; Yan, Lin; Nelson, Brian C.; Bowman, Judd D.; Bowman, Catherine D. D. – Educational Technology Research and Development, 2023
Question-asking is essential for reasoning, understanding, and investigating scientific problems within and beyond traditional classrooms. Nevertheless, questions generated in formal and informal learning environments can be infrequent and unsophisticated. This study explores museum visitors' question-asking quality by considering their…
Descriptors: Museums, Questioning Techniques, Computer Oriented Programs, Handheld Devices
Soyoung Choi; Deepthi Vasudevan; Apoorva Bhole; Jaeyi Hong; Krystal Steg; Jacqueline Marquez; Inna Chong; Erica Cai – Journal of American College Health, 2025
Objectives: The purpose of this study was to understand current research on the utilization of mobile health (mHealth) technologies for college students with disabilities. Methods: We conducted a bibliometric analysis to understand the longitudinal research trends and dominant topics in mHealth research for college students. Next, we performed a…
Descriptors: College Students, Students with Disabilities, Health Services, Educational Research
Miriam C. Boesch; M. Alexandra Da Fonte; Melissa J. Cavagnini; Kaitlyn R. Shaw; Keren E. Deneny; Margaret F. Davis – Journal of Special Education Technology, 2024
Students with complex communication needs have increasingly been using non-dedicated communication systems, such as mobile devices, to support their communication needs. This in turn, has led to an increased used of augmentative and alternative communication apps. The main challenge currently faced is the lack of empirically validated apps and…
Descriptors: Computer Oriented Programs, Evaluation Methods, Augmentative and Alternative Communication, Communication Disorders
Jessica Klein; Sharon Medina; Kevin M. Spath; Callie A. Hill; Christoph Li; Isabelle Hwang; Krystina E. Olson; Chih-Chin Chou – Journal of Special Education Technology, 2025
The challenges faced by transition-age youth (TAY) with level one autism spectrum disorder (L1-ASD) during the transition to adulthood can be exacerbated by disability-related hurdles, particularly in employment and post-secondary education. Existing social skills training interventions for TAY with ASD often include building social narratives and…
Descriptors: Autism Spectrum Disorders, Transitional Programs, Youth, Interpersonal Competence
Ari Kartini; Dadang Sunendar; Sumiyadi; Yulianeta; Asep Nurjamin; Cepri Maulana – International Journal of Language Education, 2025
This study aims to describe the utilization of innovative media in learning to write poetry developed in the form of a mobile application. This research uses the Research and Development (R&D) method by adopting the R2D2 model, which focuses on three main stages: (a) determination, (b) design and development, and (c) dissemination. The…
Descriptors: Material Development, Multimedia Materials, Handheld Devices, Computer Oriented Programs
Designing a Multinational Smartphone App Survey during COVID-19: Rewards, Risks, and Recommendations
Jennifer C. Davidson; Dimitar Karadzhov; Graham Wilson – Field Methods, 2024
Cost-effective and user-friendly, mobile phone-assisted methods have remained underutilized in qualitative social science research. The scarce methodological guidance, together with recruitment and ethical challenges, has arguably stifled advancements in this area. COVID-19 exposed the need to better equip researchers with the expertise and tools…
Descriptors: Test Construction, Handheld Devices, Computer Oriented Programs, Surveys
Berker Kurt; Ümit Yildiz; Basak Eda Hanci-Azizoglu; Ersen Vural; Hüseyin Kafes – Psychology in the Schools, 2025
One of the gifts of the Digital Age in the field of literacy is Wattpad, a digital social reading application. The Wattpad platform is the world's largest reading network, with millions of users and diverse content. Within this context of significance and relevance, this study aims to reveal the interactions of adolescents using Wattpad, their…
Descriptors: Adolescents, Reading Habits, Handheld Devices, Electronic Publishing
Chenxi Liu; Ana-Paula Correia; Young Min Kim – Educational Technology Research and Development, 2025
Mobile learning can positively impact learning in different aspects, but the retention rate of mobile learning applications could be better. Based on the Technology Acceptance Model and the updated DeLone and McLean Information System Success Model, this study develops a novel model to examine the determinants of learners' acceptance of mobile…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Learning Activities
Honey Grace R. Benzon; Ralph Lauren M. Alomia; Marivic S. Lacsamana; Hazel Joyce M. Ramirez – Innovations in Education and Teaching International, 2025
With the increasing reliance on digital platforms, mobile game-based phone applications provide avenues to enhance learning of complex chemical concepts. This research developed a mobile game-based phone application designed to simulate the qualitative inorganic analysis of cations, determine its effects on learning, and examine students' insights…
Descriptors: Chemistry, Computer Oriented Programs, Handheld Devices, Game Based Learning
Daniel Danso Essel – Journal of Educators Online, 2025
Mobile technologies have become significant in various facets of our daily lives, including education. This study sought to determine faculty perspectives on the use of mobile technologies in higher education institutions (HEIs) and determine the capabilities of these technologies. Data were collected from a random sample of 40 faculty members…
Descriptors: Handheld Devices, Computer Oriented Programs, Higher Education, Technology Uses in Education
Chia Hsuan Tsai – ProQuest LLC, 2024
Navigating indoors without a map can be challenging, especially for visually impaired individuals in unfamiliar settings. Many existing indoor navigation methods rely on building maps, pre-deployed infrastructure (like BLE beacons or RFID), or visual-based systems that require a clear line of sight to a camera. These requirements can make…
Descriptors: Blindness, Visual Impairments, Handheld Devices, Computer Oriented Programs

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