NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 27 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Kassens-Noor, Eva; Durst, Noah; Decaminada, Travis; Parcell, Jake – Active Learning in Higher Education, 2023
Digital software has been proliferating in the classroom, frequently replacing students' hands on experiences. This article reports on a study that tested how hands on experiences with physical emerging technology, namely personal robots, drones, cameras, and echo dots, may improve or impair student learning and enhance or diminish the classroom…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Experiential Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Bahari, Akbar – Interactive Learning Environments, 2023
The purpose of this systematic review was three-fold: (a) to convey technology-assisted language learning (TALL) affordances that facilitate catering to the nonlinearity and dynamicity of the second language (L2) motivational factors, (b) to identify TALL challenges that inhibit the integration of educational technologies to enhance L2 motivation…
Descriptors: Affordances, Barriers, Technology Uses in Education, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Peer reviewed Peer reviewed
Direct linkDirect link
Balaton, Mariana; Cavadas, Jorge; Carvalho, Paulo Simeão; Lima, J. J. G. – Physics Education, 2021
Experimental teaching is essential for a good understanding of science, especially on Physics. Practical activities play an important role for engaging students with science, mainly when they interact directly with equipment, collect experimental data with computers and/or use interactive software for data analysis. In this work, we present the…
Descriptors: Science Instruction, Physics, Robotics, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Dunbar, Kyle M.; Rich, Kathryn M. – Mathematics Teacher: Learning and Teaching PK-12, 2020
The aim of this article is to inspire more teachers to explore the use of codable robots for teaching mathematics. The authors begin by discussing four benefits experienced by incorporating robots into middle school mathematics classes: (1) reasonable time frames; (2) authentic purposes for mathematics; (3) visual and nonevaluative feedback; and…
Descriptors: Mathematics Instruction, Teaching Methods, Robotics, Middle School Mathematics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Loukatos, Dimitrios; Arvanitis, Konstantinos G. – Education Sciences, 2019
Inspired by the mobile phone market boost, several low cost credit card-sized computers have made the scene, able to support educational applications with artificial intelligence features, intended for students of various levels. This paper describes the learning experience and highlights the technologies used to improve the function of DIY…
Descriptors: Handheld Devices, Artificial Intelligence, Robotics, Internet
Peer reviewed Peer reviewed
Direct linkDirect link
Ioannou, Marianna; Ioannou, Andri – Educational Technology & Society, 2020
The enactment of embodied learning in the authentic classroom introduces new challenges. The educational system has yet to develop a clear vision or learning design models that would guide the implementation of embodied learning using digital technologies and manipulatives. This study presents an example of a learning design for…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Grade 4
Peer reviewed Peer reviewed
Direct linkDirect link
Sigut, Jose; Castro, Miguel; Arnay, Rafael; Sigut, Marta – IEEE Transactions on Education, 2020
Contribution: Open Source Computer Vision Library (OpenCV) Basics is an application designed with the purpose of facilitating the initiation of industrial engineering students in the field of Computer Vision, making the learning process easier, more dynamic and more direct. To this end, an application has been developed for the Android operating…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Orozco, Luis Eduardo – Commission for International Adult Education, 2020
As our society becomes more globalized and interconnected, technology adoption to support lifelong learning presents a continuous challenge for immigrants who need to acquire, update or adjust their learning and skills to the requirements of the host country. Consequently, technology adoption has become an important factor for immigrants to…
Descriptors: Immigrants, Educational Technology, Technology Uses in Education, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Vatalis, Emilia – Australian Primary Mathematics Classroom, 2018
This article explores how the use of digital devices such as fitness trackers, robotic toys and handheld mobile devices may be used by teachers to enhance student learning in geometric reasoning. It provides teachers with specific examples that encompass current pedagogy and practice to discuss the benefits of using these mobile devices within a…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Orhan Goksun, Derya; Filiz, Ozan; Kurt, Adile Askim – Turkish Online Journal of Distance Education, 2018
The aim of this study is to reveal Computer Education and Instructional Technologies student teachers', who are in a distance teacher education program, perceptions on past, present and educational technologies of future via infographics. In this study, 54 infographics, which were created by student teachers who were enrolled in Special Teaching…
Descriptors: Preservice Teachers, Student Attitudes, Distance Education, Teacher Education Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Newhouse, Christopher Paul; Cooper, Martin; Cordery, Zina – Australian Educational Computing, 2017
This paper reports on a study that investigated the ways that young children interact with discrete programmable digital toys in a free play setting. One intention was to see whether this interaction would address some of the requirements of the Digital Technologies subject in the Australian Curriculum. The study was implemented in two phases in…
Descriptors: Foreign Countries, Early Childhood Education, Information Technology, Toys
Peer reviewed Peer reviewed
Direct linkDirect link
Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Handheld Devices, Educational Technology, Telecommunications, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Previous Page | Next Page »
Pages: 1  |  2