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Lee, Yen-Mei; Jahnke, Isa; Austin, Linda – Educational Technology Research and Development, 2021
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning…
Descriptors: Handheld Devices, Learning Activities, Instructional Design, Journalism Education
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
Boggio, Cynthia; Zaher, Ahmed; Bosse, Marie-Line – British Journal of Educational Technology, 2023
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has…
Descriptors: Grade 1, Elementary School Students, Computer Software, Spelling Instruction
Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
Shoesmith, Jake; Hook, Jonathan D.; Parsons, Andrew F.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Organic Fanatic is a free-of-charge quiz-based mobile application game that encourages students to test their abilities and enhance their learning of organic structure and reactivity through a fun, arcade-style interface. Students can attempt a total of 270 multiple choice questions, choosing from a possible 1080 associated answers that can be…
Descriptors: Electronic Learning, Handheld Devices, Tests, Organic Chemistry
Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Fam, Vivien W.; Holt, Roberta R.; Keen, Carl L.; Scherr, Rachel E. – American Journal of Health Education, 2021
Background: Children often consume up to 30% of calories from snacks that are usually low in nutrient value. Over time, poor dietary choices can contribute to an increased risk of obesity and related health problems. Purpose: Describe the development and utilization of the Self-paced Nutrition Activity on Choices for Knowledge (S.N.A.C.K.)…
Descriptors: Nutrition Instruction, Instructional Effectiveness, Educational Games, Game Based Learning
Damayanti, Almira Eka; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental…
Descriptors: Indigenous Knowledge, Physics, Science Instruction, Instructional Effectiveness
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
Ranieri, Maria; Raffaghelli, Juliana E.; Bruni, Isabella – Active Learning in Higher Education, 2021
Instructor-student interaction and regular feedback are seen as teaching strategies designed to support effective learning. These days, there is increasing reliance on technology to support this in the classroom; one such technology is a student response system or its more recent development of this, that is, a game-based one. This study…
Descriptors: Audience Response Systems, Game Based Learning, Educational Technology, Formative Evaluation
Moreno, Ivan D. – ProQuest LLC, 2019
A quantitative research study was conducted to understand the extent to which gamification (i.e., game elements and mechanics) impact adult learners' satisfaction (in terms of app usability), perception, motivation and knowledge when they interact with a gamified mobile app on Spanish-as-a-foreign language learning. An online experimental study…
Descriptors: Game Based Learning, Second Language Learning, Electronic Learning, Handheld Devices