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Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
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Sheida K. Raley; Rebecca J. Townsend; Karrie A. Shogren; Valerie L. Mazzotti; Darcy Fredrick; Stephen M. Kwiatek; Richard Chapman – Grantee Submission, 2024
The Goal-Setting Challenge App (GSC App) translates the Self-Determined Learning Model of Instruction (SDLMI) to a web-based format, shifting responsibility from teachers to technology to address challenges in scaling-up implementation. The present descriptive study examines transition-age U.S. students' responses to GSC App lessons to explore the…
Descriptors: Student Reaction, Technology Uses in Education, Self Determination, Goal Orientation
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Sheida K. Raley; Rebecca J. Townsend; Karrie A. Shogren; Valerie L. Mazzotti; Darcy Fredrick; Stephen M. Kwiatek; Richard Chapman – Journal of Special Education, 2024
The Goal-Setting Challenge App (GSC App) translates the Self-Determined Learning Model of Instruction (SDLMI) to a web-based format, shifting responsibility from teachers to technology to address challenges in scaling-up implementation. The present descriptive study examines transition-age U.S. students' responses to GSC App lessons to explore the…
Descriptors: Student Reaction, Technology Uses in Education, Self Determination, Goal Orientation
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Fei V. Lim; Weimin Toh – Teaching English with Technology, 2024
This article reports on a systematic review of research studies published from 2010 to 2021 on the use of apps for learning in the secondary English as a Second Language (ESL) classroom. We extracted relevant information such as the studies' country/region, research design, sample size, students' age, apps' names to conduct a thematic analysis to…
Descriptors: Literature Reviews, Educational Technology, Handheld Devices, Computer Oriented Programs
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Young-Eun Jeon; Joon-Yong Ji; Hun-Gi Hong – Journal of Chemical Education, 2024
Herein, we developed a mobile augmented reality (AR) application that can recognize chemical bonding by arranging markers on which atoms are augmented, in accordance with the specific characteristics of actual chemical bonding. From an educational affordance perspective, the development targets for AR application were selected to recognize…
Descriptors: Computer Simulation, Handheld Devices, Telecommunications, Computer Oriented Programs
Kaskons, Eileen – ProQuest LLC, 2022
Stress can have a negative effect on overall well-being, trigger physical disease, and contribute to mental health disorders. The 10-item Perceived Stress Scale (PSS-10) is frequently used in research. However, there are limited studies on the test-retest reliability of the PSS-10 with adults, and no studies could be identified that tested this…
Descriptors: Test Reliability, Anxiety, Metacognition, Handheld Devices
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Farid Gunadi; Yaya S. Kusumah; Dadang Juandi; Dadan Dasari – European Journal of STEM Education, 2025
Statistical reasoning is a crucial mathematical competency that students often lack. While there have been studies on the use of Android teaching materials in statistics learning, few have focused on statistical reasoning using comic media. This study aimed to develop mobile Android-based teaching materials called StatCom to enhance students'…
Descriptors: Instructional Materials, Handheld Devices, Telecommunications, Statistics Education
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Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists
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Jung Won Hur; Jay Bhuyan; Fan Wu – Journal of STEM Education: Innovations and Research, 2025
To address disparity issues in STEM fields, this study implemented a culturally relevant, hands-on learning program tailored for African American high school students from low-income areas in America's Deep South. The program included a one-month summer academy followed by a four-month collaborative app design project using MIT App Inventor. A…
Descriptors: STEM Education, Student Interests, African American Students, High School Students
Nicole J. Medina – ProQuest LLC, 2023
This dissertation was developed in response to a significant rise in stress, anxiety, and depression within the adolescent population during 2019-2021. The research was exploratory in nature to determine the feasibility of utilizing targeted social emotional mobile applications with high school students. A single case study design with changing…
Descriptors: High School Students, Self Management, Stress Variables, Stress Management
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Gil-Espinosa, Francisco Javier; Nielsen-Rodríguez, Adriana; Romance, Ramón; Burgueño, Rafael – Education and Information Technologies, 2022
Smartphone applications (apps) are thought to be an adequate instructional strategy not only to improve the quality of the teaching in physical education (PE), but also to effectively promote leisure-time physical activity (PA) of adolescent students in this context. Although the use of smartphone apps has been generalized in PE, little is known…
Descriptors: Physical Education, Athletics, Handheld Devices, Telecommunications
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Nursakinah, Yulianita; Prima, Eka Cahya; Agustin, Rika Rafikah – Journal of Science Learning, 2023
The lack of digital media to support middle school chemistry learning needs further expanded. Hence, an Android application as a learning media on acid, base, and salt topics was needed. This study aims to develop FunLABS (Fun Learning Acid, Base, and Salt) android-based applications. This study used a DDD-E model of development as a research…
Descriptors: Handheld Devices, Computer Oriented Programs, Chemistry, Science Instruction
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Danijela Stojanovic; Zorica Bogdanovic; Luka Petrovic; Svetlana Mitrovic; Aleksandra Labus – Interactive Learning Environments, 2023
In this paper we present an approach to employing pervasive technologies, such as IoT and mobile technologies, in secondary education. The goal is to develop a comprehensive methodology, IoT infrastructure and a mobile application that would enable secondary students to test their knowledge in interaction with a smart environment. We have…
Descriptors: Learning Processes, Secondary School Students, Technology Uses in Education, Handheld Devices
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Niwat Srisawasdi; Tawinan Jan-in; Banjong Prasongsup; Patcharin Panjaburee – Journal of Chemical Education, 2025
Real-world applications can be potent tools in chemistry teaching, fostering highly beneficial learning for students. By involving students in real-world phenomena, we not only alter their perceptions of chemistry but also cultivate crucial chemistry competencies, preparing them for the future as scientists and citizens. In this report, we…
Descriptors: Foreign Countries, Science Education, Chemistry, Grade 4
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