Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 15 |
| Since 2017 (last 10 years) | 36 |
| Since 2007 (last 20 years) | 72 |
Descriptor
| Handheld Devices | 72 |
| Problem Based Learning | 72 |
| Foreign Countries | 46 |
| Educational Technology | 41 |
| Technology Uses in Education | 41 |
| Telecommunications | 38 |
| Teaching Methods | 35 |
| Student Attitudes | 27 |
| Electronic Learning | 24 |
| Technology Integration | 17 |
| Blended Learning | 15 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Teachers | 2 |
| Practitioners | 1 |
| Researchers | 1 |
| Students | 1 |
Location
| Italy | 6 |
| Canada | 5 |
| Indonesia | 5 |
| United States | 5 |
| China | 4 |
| Germany | 4 |
| Japan | 4 |
| Taiwan | 4 |
| Turkey | 4 |
| Australia | 3 |
| Brazil | 3 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Capella, Juan V.; Perles, Angel; Martinez, Juan M.; Hassan, Houcine – IEEE Transactions on Education, 2023
Background: In technical subjects, the "hands-on" aspect is important because the students cannot assimilate some concepts until they practice with real industrial systems. They need to have the demonstration that what they are performing is real and works in order to create a true mental image of the subject concepts, which translates…
Descriptors: Electronic Learning, Educational Technology, Handheld Devices, Technology Integration
Carreon, Adam; Smith, Sean – Interdisciplinary Journal of Problem-based Learning, 2022
This article presents a conceptual understanding of how the powerful digital tool of augmented reality (AR) can be used for enhancing inquiry-based learning lessons (IBLLs). With an increased reliance on technology following the COVID-19 pandemic, reduced teacher preparation time, and a need to provide students with alternative student-centered…
Descriptors: Computer Simulation, Educational Technology, Inquiry, Experiential Learning
Yuningsih; Subali, Bambang; Susilo, Mohamad Joko – Anatolian Journal of Education, 2022
The creativity of high school students in Indonesia has not met the demands of 21st century because in general the students' thinking ability has not reached high-level thinking ability. The objectives of this study are: first, utilizing android technology to develop an Analogipedia module containing ecosystem teaching materials for high school…
Descriptors: Electronic Learning, Handheld Devices, Creativity, High School Students
Fauziah Rasyid; Jumadi Jumadi; Proki Karandja Hawur – Journal of Science Learning, 2025
This study aims to explore the literature on learning interventions that can enhance students' multiple representation skills and identify indicators for assessing multiple representation abilities in physics education. Following the PRISMA procedure, the research is a systematic literature review using qualitative content analysis techniques. The…
Descriptors: Physics, Science Instruction, Science Process Skills, Intervention
Parsons, David; MacCallum, Kathryn – International Journal of Mobile and Blended Learning, 2022
To integrate digital technologies into the curriculum, teachers must support learners to use digital tools in authentic contexts. Physical computing, which involves the use of small portable electronic devices, provides an opportunity to achieve these goals. This article reports on the initial stages of a design-based research (DBR) project that…
Descriptors: Technology Integration, Computer Uses in Education, Handheld Devices, Laptop Computers
Mohamad Ikram Zakaria; Nik Abdul Hadi Noor Nasran; Abdul Halim Abdullah; Najua Syuhada Ahmad Alhassora; Rasidi Pairan; Wanda Nugroho Yanuarto – Mathematics Teaching Research Journal, 2024
The rapid advancement of information technology has significantly facilitated modern human life. However, despite the swift progress in digital technology, there has been limited headway in leveraging technology to support mathematics education, particularly in the domain of problem-solving. Mobile learning (M-learning) platforms offer promising…
Descriptors: Mathematics Teachers, Teacher Attitudes, Problem Based Learning, Teaching Methods
Muhammad Asif; Riasat Ali; Naila Jamil – Journal of Education and Educational Development, 2024
This study examined problem-based learning in blended learning classrooms for practicing mathematical problems in an emergency situation, such as Covid-19. For this purpose, a three-week program was framed in contrast to traditional teaching, aiming at enrichment and not remediation, for a group of fifty students' studying mathematics in a science…
Descriptors: Blended Learning, Problem Based Learning, Telecommunications, Handheld Devices
Yang, Xiantong; Zhang, Mengmeng; Kong, Lingqiang; Wang, Qiang; Hong, Jon-Chao – Journal of Science Education and Technology, 2021
Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical…
Descriptors: Scientific Literacy, Self Efficacy, Anxiety, Electronic Learning
Alhalabi, Marah; Ghazal, Mohammed; Haneefa, Fasila; Yousaf, Jawad; El-Baz, Ayman – Education Sciences, 2021
Resolving circuit diagrams is a regular part of learning for school and university students from engineering backgrounds. Simulating circuits is usually done manually by creating circuit diagrams on circuit tools, which is a time-consuming and tedious process. We propose an innovative method of simulating circuits from hand-drawn diagrams using…
Descriptors: Handheld Devices, Electronic Equipment, Visual Aids, Freehand Drawing
Using Mobile Problem-Based Formative Assessment to Enhance Learning of Algebra and Critical Thinking
Elizabeth O'Shea Zeiss – ProQuest LLC, 2022
The purpose of this quantitative, quasi-experimental study was to determine if, and to what extent, technology-enhanced problem-based formative assessment instruction would have an impact on college students' algebra learning and development of critical thinking skills, when compared to traditional classroom instruction in a first-year college…
Descriptors: Mathematics Instruction, Algebra, Mathematics Achievement, Achievement Gains
Szabó, Fruzsina; Csépes, Ildikó – Hungarian Educational Research Journal, 2023
This paper highlights the concept of constructivism that underpins the theory and practice of foreign language teaching. The dominance of this pedagogical movement in the second half of the 20th century and the beginning of the 21st century has been particularly important for the study and understanding of digitally supported forms of learning.…
Descriptors: Constructivism (Learning), Second Language Learning, Second Language Instruction, Teaching Methods
Lior Naamati-Schneider; Dorit Alt – Education and Information Technologies, 2024
The integration of ChatGPT into educational systems underscores the critical importance of reevaluating the relevance of digital literacy skills. This study empirically tested, for the first time, the theoretical premise that the use of ChatGPT could render certain digital skills obsolete by assuming competencies that students were previously…
Descriptors: Artificial Intelligence, Handheld Devices, Users (Information), Skill Development
Corica, Ana Rosa – International Journal of Education in Mathematics, Science and Technology, 2020
This paper reports on the results of the design and implementation of a didactic device proposed by a mathematics teacher-trainee. This student did a course designed for didactic-mathematical training with the aim of adopting a non-traditional didactic model based on research, while linking mathematics with other disciplines. The teacher-trainee…
Descriptors: Handheld Devices, Telecommunications, Preservice Teachers, Mathematics Teachers
Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
Khoirudin, Rori; Ashadi; Masykuri, Mohammad – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
Due to the COVID-19 pandemic, learning activities have encountered obstacles. One of the impacts was the low learning outcomes achieved by students. The purpose of this study was to improve the learning outcomes of junior high school students during the physical distancing period by implementing problem-based learning through Smart Apps Creator 3.…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education

Peer reviewed
Direct link
