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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
Haruo Kodama; Motofumi T. Suzuki; Yoshitomo Yaginuma – Asian Association of Open Universities Journal, 2024
Purpose: The purpose of this paper is to propose the need for an integrated system for the production, authoring, addition and revision of webcast content and a multi-device apps mechanism with rights management for Internet transmission in the perspective of the OUJ course reuse. Design/methodology/approach: This paper designs systems that reuse…
Descriptors: Open Universities, Computer Oriented Programs, Multimedia Materials, Video Technology
Inci Demir – Journal of Theoretical Educational Science, 2025
This study examines the impact of the Mobile-Assisted Language Learning (MALL) application, Memrise, on the vocabulary learning motivation of English as a Foreign Language (EFL) learners and interprets the findings of the study based on Second Langugae Acquisition (SLA) theories to bridge the gap between theory and practice. Within this context,…
Descriptors: Literature Reviews, Meta Analysis, English (Second Language), Second Language Learning
Lori Bruner; Natalia I. Kucirkova – Literacy, 2025
This study examined the relationship between the cost of children's reading apps and their educational quality. We focused on three key indicators: (1) the percentage of new words introduced to children (literacy quality), (2) the percentage of digital features aligned with these new words (multimedia quality) and (3) the percentage of diverse…
Descriptors: Literacy Education, Handheld Devices, Computer Oriented Programs, Early Childhood Education
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
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Howell, Emily – Reading Teacher, 2017
This teaching tip gives teachers practical applications of the game Pokémon GO for literacy teaching and learning. The author discusses applications of the game for teaching multimodality in upper elementary-school classrooms. The author situates these applications in relevant theoretical perspectives as well as current literacy research.
Descriptors: Teaching Methods, Games, Computer Oriented Programs, Handheld Devices
Burns, Mary – Education Development Center, Inc., 2023
This publication is the new edition of EDC's popular 2011 guide by the same name, completely revised to include lessons learned over the last decade, including the massive move to online learning during the COVID-19 global pandemic. Drawing on data from 188 countries and nearly 700 publications, this comprehensive guide explores distance education…
Descriptors: Distance Education, Teacher Education, Models, Online Courses
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Social Media, Electronic Learning, Student Needs, Learning Laboratories
Styliaras, Georgios – Journal of Educational Multimedia and Hypermedia, 2015
Nowadays, the technological advancement in mobile devices has made possible the development of hypermedia applications that exploit their features. A potential application domain for mobile devices is multimedia educational applications and modules. Such modules may be shared, commented and further reused under other circumstances through the…
Descriptors: Technological Advancement, Handheld Devices, Multimedia Materials, Multimedia Instruction
Digital Media in Today's Classrooms: The Potential for Meaningful Teaching, Learning, and Assessment
Wilson, Dawn; Alaniz, Katie; Sikora, Joshua – Rowman & Littlefield Publishers, 2016
Educators who engage with today's students appreciate the impact digital media has on the lives of our younger generations. Learners of today consume, create, and publish multimedia content continuously, using a variety of devices such as cell phones, tablets, and computers. They generate original and innovative products through programs, apps,…
Descriptors: Technology Uses in Education, Multimedia Materials, Multimedia Instruction, Handheld Devices
Li, Qiyue; Chen, Zhiwei; Yan, Zhiping; Wang, Cheng; Chen, Zhong – Journal of Chemical Education, 2014
Nuclear magnetic resonance (NMR) spectroscopy has become one of the most powerful technologies to aid research in numerous scientific disciplines. With the development of consumer electronics, mobile devices have played increasingly important roles in our daily life. However, there is currently no application available for mobile devices able to…
Descriptors: Spectroscopy, Chemistry, Handheld Devices, Computer Oriented Programs
Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
Korzaan, Melinda; Lawrence, Cameron – Information Systems Education Journal, 2016
This lab exercise exposes students to Evernote, which is a powerful productivity application that has gained significant purchase in professional work environments. In many academic settings the introductory computer applications course has a specific focus on standard productivity applications such as MS Word and MS Excel. While ensuring fluency…
Descriptors: Productivity, Computer Oriented Programs, Introductory Courses, Computer Science Education
Kucirkova, Natalia; Sheehy, Kieron; Messer, David – Journal of Research in Reading, 2015
This study explores the themes in the talk of two mothers and daughters as they share a self-created story with an iPad app. Vygotsky's theory of learning is applied to inform a thematic analysis and help interpret the learning potential within the observed parent-child exchanges. A deductive-inductive thematic analysis identified three recurring…
Descriptors: Discourse Analysis, Mothers, Daughters, Parent Child Relationship
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