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Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
Outhwaite, Laura A.; Gulliford, Anthea; Pitchford, Nicola J. – British Journal of Educational Technology, 2020
When available in multiple languages, educational apps can deliver the same mathematics instruction in the child's first language or different language of instruction. This pilot study examined the feasibility of a maths app intervention compared to standard mathematical practice with 61 children aged 5-6 years attending a bilingual immersion…
Descriptors: Computer Oriented Programs, Mathematics Instruction, Electronic Learning, Interaction
Stenlund, Jörgen Ingemar; Schönborn, Konrad Janek; Tibell, Lena Anna Elisabet – Journal of Science Education and Technology, 2021
Central to evolution is the concept of a common ancestry from which all life has emerged over immense time scales, but learning and teaching temporal aspects of evolution remain challenging. This study investigated students' interpretation of evolutionary time when engaging with a multi-touch tabletop application called DeepTree, a dynamic…
Descriptors: Evolution, Time, Scientific Concepts, Computer Oriented Programs
Durgungoz, Fatma Canan; Durgungoz, Ahmet – Online Submission, 2021
This research explores the use of touchscreen devices with children with special educational needs and disabilities (SEND) regarding their engagement with schoolwork. The participant children's attention, interaction and success with tablet computers and traditional materials were evaluated to fulfil the research aims. The study was conducted in a…
Descriptors: Students with Disabilities, Educational Technology, Technology Uses in Education, Handheld Devices
Harrison, Taylor R. – Mathematics Teaching in the Middle School, 2018
To help alleviate the struggle in choosing effective apps to use in the classroom, Taylor Harrison presents a list of qualities supported by research, that teachers can use to discern at a glance whether an app can potentially be an effective learning tool for their students. This list of qualities was produced through an extensive review of…
Descriptors: Educational Technology, Technology Uses in Education, Computer Oriented Programs, Mathematics Instruction
Almousawi, Sayed Ahmad – International Journal of Higher Education, 2021
This study set out to explore dedicated language learning apps pedagogically while focusing mainly on aspects of second language acquisition. A total of 20 English language learning apps were collected for analysis. The study took one model of analysing course book materials and another, computer-assisted language learning model and combined them…
Descriptors: English (Second Language), Second Language Learning, Computer Oriented Programs, Textbooks
Chang, Rong-Chi; Yu, Zeng-Shiang – International Journal of Distance Education Technologies, 2018
This article aims to explore the impact of AR on the learning outcomes of college freshmen and their knowledge about the biology lab course. In a study, a basic biology lab course app was developed using AR technology. The students used this app to prepare for a basic biology lab course, and carry on self-learning without the help of instructors.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Biology
Kim, Yanghee; Smith, Diantha – Interactive Learning Environments, 2017
The ubiquity and educational potential of mobile applications are well acknowledged. This paper proposes six theory-based, pedagogical strategies to guide interaction design of mobile apps for young children. Also, to augment the capabilities of mobile devices, we used a humanoid robot integrated with a smartphone and developed an English-learning…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Young Children
Willis, Linda-Dianne; Exley, Beryl – Digital Education Review, 2018
Unprecedented changes to family life in the new millennium have left many parents feeling unable to effectively participate in their child's school-based learning. This article presents research which explored enablers and impediments when using social media as part of an inquiry curriculum to promote parent engagement in student learning in one…
Descriptors: Social Media, Foreign Countries, Family Role, Parent Participation
Tucker, Stephen I.; Lommatsch, Christina W.; Moyer-Packenham, Patricia S.; Anderson-Pence, Katie L.; Symanzik, Jürgen – International Journal of Research in Education and Science, 2017
The purpose of this study was to examine patterns of mathematical practices evident during children's interactions with touchscreen mathematics virtual manipulatives. Researchers analyzed 33 Kindergarten children's interactions during activities involving apps featuring mathematical content of early number sense or quantity in base ten, recorded…
Descriptors: Kindergarten, Teaching Methods, Manipulative Materials, Educational Technology
Rokita-Jaskow, Joanna, Ed.; Ellis, Melanie, Ed. – Multilingual Matters, 2019
This book provides a holistic overview of what leads to success in foreign language learning at an early age and deepens our understanding of early foreign language learning. The studies use an array of methodological approaches to research learners aged between three and ten, as well as their parents and teachers, in instructional, minimal-input…
Descriptors: Second Language Learning, Young Children, Educational Policy, Teaching Methods
Rowsell, Jennifer; Wohlwend, Karen – Reading Teacher, 2016
Building on existing research applying app maps (Israelson, 2015), the authors take an ideological orientation to broaden app evaluations and consider participatory literacies, social and communicational practices relevant to children's everyday digitally mediated lives. Drawing from their North American elementary classroom studies on children's…
Descriptors: Computer Oriented Programs, Concept Mapping, Ideology, Handheld Devices
Safar, Ammar H.; Al-Jafar, Ali A.; Al-Yousefi, Zainab H. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This experimental research study scrutinized the effectiveness of using augmented reality (AR) applications (apps) as a teaching and learning tool when instructing kindergarten children in the English alphabet in the State of Kuwait. The study compared two groups: (a) experimental, taught using AR apps, and (b) control, taught using traditional…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Oriented Programs
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
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