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Berker Kurt; Ümit Yildiz; Basak Eda Hanci-Azizoglu; Ersen Vural; Hüseyin Kafes – Psychology in the Schools, 2025
One of the gifts of the Digital Age in the field of literacy is Wattpad, a digital social reading application. The Wattpad platform is the world's largest reading network, with millions of users and diverse content. Within this context of significance and relevance, this study aims to reveal the interactions of adolescents using Wattpad, their…
Descriptors: Adolescents, Reading Habits, Handheld Devices, Electronic Publishing
Sarah E. Frampton; Judah B. Axe – Analysis of Verbal Behavior, 2025
Technology offers exciting possibilities for instruction with learners with autism spectrum disorder (ASD), but limited research has evaluated the use of web-based applications (apps) as learning tools for this population. We wondered if using apps would function as a precurrent response to solve problems in the form of questions on a worksheet.…
Descriptors: Technology Uses in Education, Students with Disabilities, Autism Spectrum Disorders, Computer Software
The Effect of an Apple Watch® on the Social Initiations of High-Functioning, Adolescents with Autism
DiDomenico, Justin A. – ProQuest LLC, 2022
Students with autism spectrum disorder (ASD) experience skill deficits when interacting with typical peers, which can inhibit their ability to form friendships and participate in inclusive educational settings. In the current study, the researcher evaluated the effects of delivering textual prompts using an Apple Watch® to increase appropriate…
Descriptors: Handheld Devices, Technology Uses in Education, Computer Oriented Programs, Autism Spectrum Disorders
Duarte-Hueros, Ana; Yot-Domínguez, Carmen; Merino-Godoy, Ángeles – Education and Information Technologies, 2020
Healthy Jeart is a free app targeted to young people. It is especially designed to foster a healthy lifestyle. Young people can find in it practical recommendations about seven areas of health and a game through which they can consolidate the acquired knowledge on different healthy and beneficial elements. Healthy Jeart is also useful for…
Descriptors: Computer Oriented Programs, Life Style, Health Promotion, Youth
Ciriani-Dean, Anna – English Teaching Forum, 2021
Two key ingredients for developing language skills are output and interaction. The use of computer-mediated communication (often referred to as "CMC") tools and of social networking sites (SNSs) offer a valuable resource to English language teachers and learners who wish to extend learning beyond the classroom walls, especially as…
Descriptors: Asynchronous Communication, Language Skills, Video Technology, Computer Oriented Programs
Roehl, Amy; Stewart, Alyssa Humphries – Journal of Family and Consumer Sciences, 2018
This review of literature focuses on youth development by examining the effects of use of social networking sites and digital applications on teens.Recent research demonstrates that using these types of digital media amplifies existing issues teens face, contributes to new concerns, and affords new opportunities. In order to navigate this…
Descriptors: Social Media, Social Networks, Adolescents, Computer Oriented Programs
Zilka, Gila Cohen – Education and Information Technologies, 2020
In light of the many major changes in teenagers' lives of due to digital applications and the significant role they play in their lives, and since school is a place where they spend many hours, this study examined their perspective of how the digital environment is integrated into their school life. Participating in this mixed-method study were…
Descriptors: Adolescents, Student Attitudes, Educational Technology, Technology Uses in Education
Wartella, Ellen, Ed. – Society for Research in Child Development, 2019
The effects of using interactive media have been well studied among young children and adolescents but remain understudied for middle childhood (ages 6-12 years). Children and youth of this age comprise much of the pre-adult population that uses digital games and apps. The Every Student Succeeds Act says that states must give students access to…
Descriptors: Children, Preadolescents, Video Games, Computer Oriented Programs
Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Housand, Angela – Parenting for High Potential, 2016
Today's youth are connected across the street and across the globe in a web of communication like no other generation before. Generation Z, also known as Centennials, are considered "mobile-natives" and are even more technologically savvy then their Millennial predecessors. Nearly three-quarters of children own or have access to a…
Descriptors: Social Networks, Social Media, Handheld Devices, Adolescents
Altammami, Osamah – ProQuest LLC, 2017
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population…
Descriptors: Foreign Countries, Health Behavior, Eating Habits, Adolescents
"You Play on Them. They're Active." Enhancing the Mathematics Learning of Reluctant Teenage Students
Calder, Nigel; Campbell, Anthony – Mathematics Education Research Group of Australasia, 2015
This paper reports on a research project that examined the beliefs and attitudes of reluctant 16 to 18-year-old learners when using apps in their numeracy and literacy programmes. In particular, it considers the students' change of attitude towards numeracy learning. The data were consistent that the use of apps in the numeracy programme was…
Descriptors: Attitude Measures, Adolescents, Computer Oriented Programs, Educational Technology
Mwanza-Simwami, Daisy – International Journal of Mobile and Blended Learning, 2016
Mobile Web 2.0 technologies such as: mobile apps, social networking sites and video sharing sites have become essential drivers for shaping daily activities and meeting learning needs in various settings. However, very few studies link mobile Web 2.0 to supporting collaborative learning in real-life problem solving activities in semi-formal…
Descriptors: Web 2.0 Technologies, Computer Oriented Programs, Social Media, Technology Uses in Education
Baccaglini-Frank, Anna; Antonini, Samuele; Robotti, Elisabetta; Santi, George – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This study gives insights into how Logo-like microworlds can affect cognitive development related to mathematics education of students with math learning difficulties. In particular, we analyse the case of a 15-year-old student with dyslexia and severe dyscalculia. Among the various cognitive aspects involved, here we delve into the development of…
Descriptors: Dyslexia, Learning Disabilities, Mathematics Skills, Cognitive Processes
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