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Chung, Chih-Chao; Dzan, Wei-Yuan; Cheng, Yuh-Ming; Lou, Shi-Jer – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study aims to explore the learning effects and attitudes of students in the course electric welding practice in a university of science and technology to which the push-pull technology-based mobile learning system is applied. In this study, the push-pull technology is adopted to establish a mobile learning system and develop the Push-pull…
Descriptors: Welding, Telecommunications, Handheld Devices, Educational Technology
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Searle, Michelle; Elrofaie, Amani; Kirkpatrick, Lori C.; Sauder, Adrienne; Brown, Heather M. – Assessment Matters, 2017
This study involved a group of 61 teachers in Ontario, Canada, who participated in a case study about classroom assessment practices. The participants were part of a district one-to-one technology programme that provided an iPad to each student and teacher in all Grade 7 to 9 classrooms. As part of the programme and its evaluation, teachers who…
Descriptors: Technology Integration, Access to Computers, Handheld Devices, Program Effectiveness
Howard, Brendan James – ProQuest LLC, 2017
The iPad and other mobile devices have become so popular over the past few years that many school districts are purchasing these devices and implementing them in the classroom with little to no research. Because there has been no previous research at one rural school district in Michigan, the primary purpose of this quantitative causal-comparative…
Descriptors: Grade 11, Educational Technology, Technology Uses in Education, Handheld Devices
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Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Xiao, Xiang – ProQuest LLC, 2017
Massive Open Online Courses (MOOCs) are becoming a promising solution for delivering high-quality education on a large scale at low cost in recent years. Despite the great potential, today's MOOCs also suffer from challenges such as low student engagement, lack of personalization, and most importantly, lack of direct, immediate feedback channels…
Descriptors: Educational Technology, Technology Uses in Education, Large Group Instruction, Online Courses
Ottley, Jennifer R.; Coogle, Christan G.; Rahn, Naomi L.; Spear, Caitlin F. – Grantee Submission, 2016
The goal of this study was to build the capacity of early childhood teachers to implement evidence-based strategies. We investigated the efficacy of professional development with bug-in-ear peer coaching in improving teachers' use of communication strategies, the teachers' maintenance of strategies post intervention, and the social validity of the…
Descriptors: Preschool Teachers, Early Childhood Education, Evidence Based Practice, Faculty Development
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Stiller, Anja; Schwendemann, Hanna; Bleckmann, Paula; Bitzer, Eva-Maria; Mößle, Thomas – Health Education, 2018
Purpose: The purpose of this paper is twofold: first, to introduce MEDIA PROTECT, a multi-modal intervention for parents and teachers with six components preventing problematic, and in the long run addictive, use of screen media by children; second, to present results of a formative evaluation of the teacher training, an important component of the…
Descriptors: Teacher Role, Formative Evaluation, Faculty Development, Training
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Al-Siyabi, Muna Abdullah; Dimitriadi, Yota – International Journal of Mobile and Blended Learning, 2020
Mobile learning research has been flourishing to keep pace with the rapid technological advancement that has been invading all parts of modern life. There is a shortage of such research in Oman, especially in schools. The aim of this study is to uncover mLearning employment in schools in Oman by exploring two cases. The study investigates the…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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Özbek, Ahmet Bilal; Girli, Alev – Universal Journal of Educational Research, 2017
The purpose of this study is to determine the effectiveness of a tablet computer-aided intervention program for improving reading fluency. It also investigates the opinions of students and parents about this intervention by using skill- and performance-based techniques, which have been investigated qualitatively. Three students with a learning…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Bolliger, Doris U.; Shepherd, Craig E. – Journal of Outdoor Recreation, Education, and Leadership, 2017
This study examined how instructors and learners in residential outdoor education programs utilized mobile technologies and Web 2.0 applications. Twenty semistructured interviews were conducted with instructors, support staff, and administrators at a nonprofit institution that provides outdoor education programs. Sixty-five participants in those…
Descriptors: Outdoor Education, Educational Technology, Technology Uses in Education, Web 2.0 Technologies
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Sun, Koun-Tem; Wang, Chun-Huang; Liku, Ming-Chi – Comunicar: Media Education Research Journal, 2017
Although digital media literacy is recognized as providing the essential competencies required for living in a new media age, it has only just started to gain focus in Taiwan's elementary education. One of the reasons is examination-oriented education, which diverts scarce resources away from this informal learning. The other reason is that…
Descriptors: Technological Literacy, Elementary School Students, Grade 3, Exhibits
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Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
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Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices
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Lazarinis, Fotis; Verykios, Vassilios S.; Panagiotakopoulos, Chris – International Association for Development of the Information Society, 2017
In this paper we present a mobile application for self-assessment. The work describes the main features of the application and focuses on its acceptance by students and the increase on their learning, through its usage in real testing settings. The application supports the retrieval of questions based on a number of criteria and it was evaluated…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Chiero, Robin; Beare, Paul; Marshall, James; Torgerson, Colleen – Educational Media International, 2015
Teacher education struggles with the challenge of preparing and retaining high-quality teachers who can work effectively with all students. While educator preparation is a strong correlate of student achievement, traditional university-based programmes are not available to all potential teachers. This manuscript describes CalStateTEACH, an online…
Descriptors: Electronic Learning, Teacher Education, Teacher Effectiveness, Program Descriptions
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