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Squires, David R. – Journal of Educational Technology, 2019
This study details the second iterative data collection cycle of an Augmented Reality mobile application platform for three months at an Art Museum in the Southern United States. Data was collected utilizing a mobile Augmented Reality application implementation within the informal learning environment. The immersive experience campaign tracked…
Descriptors: Learning Experience, Technology Uses in Education, Educational Technology, Physical Environment
Gómez-García, Salvador; Gil-Torres, Alicia; Carrillo-Vera, José-Agustín; Navarro-Sierra, Nuria – Comunicar: Media Education Research Journal, 2019
This paper explores the creation and content of apps about Donald Trump (n=412) published in Google Play between June 2015 and January 2018. The relevance of the study stems from both its objectives and its methodology. On the one hand, the aim was to characterise the profile, motivations and purposes of the developers of Donald Trump apps; and on…
Descriptors: Presidents, Current Events, Computer Oriented Programs, Handheld Devices
Jeno, Lucas M.; Adachi, Paul J. C.; Grytnes, John-Arvid; Vandvik, Vigdis; Deci, Edward L. – British Journal of Educational Technology, 2019
From the lens of Self-Determination Theory, this study investigated the effects of a mobile application tool for identifying species on biology students' achievement and well-being. It was hypothesized that the mobile application, compared to a textbook, would enhance feelings of competence and autonomy and, in turn, intrinsic motivation, positive…
Descriptors: Electronic Learning, Student Motivation, Academic Achievement, Well Being
Lowrie, Tom; Logan, Tracy – Mathematics Education Research Group of Australasia, 2019
The Early Learning STEM Australia (ELSA) pilot was a year-long investigation involving 300 educators and 4 500 four-year old children in one hundred learning centres across Australia. This paper reports on a pedagogical and design framework that was constructed to promote children's STEM engagement across digital and non-digital learning…
Descriptors: STEM Education, Early Childhood Education, Foreign Countries, Learner Engagement
Ekoç, Arzu – Shanlax International Journal of Education, 2021
Mobile language learning applications have changed how language is learned and have opened new windows for potential learners. At the convenience of our time, place, comfort and pace, we can learn or revise a language through our mobile gadgets. From the reviewed literature, it is evident that more data is needed to understand the users' views…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
Roberto Enrique Rojas Alfaro – ProQuest LLC, 2021
This study draws on user-driven, design-based collaborative research with participants to research, create, deploy, and measure user-experiences with a mobile App-delivered English for Occupational Purposes (EOP) training prototype that supports workplace adult second language (L2) language learners in three phases. Phase I consisted of a needs…
Descriptors: English for Special Purposes, Second Language Learning, Adult Learning, English (Second Language)
Alison M. C. Lucas – ProQuest LLC, 2021
The academic achievement gap has been present in the United States since the start of public education. Different factors have been noted as key contributors to the achievement gap, including the lack of parent involvement. This study investigates the impact that parental involvement has on student achievement, with specific focus on how a parent…
Descriptors: High Schools, Parent Participation, Achievement Gap, Online Systems
Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
Jennifer Gingerich; Michelle Adler – Kansas English, 2020
Research continues to demonstrate that motivated readers read more, yet too often students are not exposed to genres that might motivate them to continue reading. Further, students might not be encouraged to read outside their preferred reading genre. When students are unmotivated to read, they often do not read or do not finish the books they…
Descriptors: Literary Genres, Reading Motivation, Reading Achievement, Student Motivation
Pelletier, Kathe; Robert, Jenay; Muscanell, Nicole; McCormack, Mark; Reeves, Jamie; Arbino, Nichole; Grajek, Susan – EDUCAUSE, 2023
Artificial intelligence (AI) has taken the world by storm, with new AI-powered tools such as ChatGPT opening up new opportunities in higher education for content creation, communication, and learning, while also raising new concerns about the misuses and overreach of technology. Our shared humanity has also become a key focal point within higher…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Trends, Higher Education
Eileen Johnson; Jeanne Sanders; Karin Jensen – Biomedical Engineering Education, 2023
Online course delivery has increased in prevalence, particularly due to the onset in 2020 of the COVID-19 pandemic. Biomedical engineering laboratory courses pose unique challenges when transitioning to a remote or hybrid space. Here, we describe a novel approach to online lab delivery to improve student learning and engagement in a required…
Descriptors: Blended Learning, Distance Education, Online Courses, Electronic Learning
Embacher Martin, Kimberly; McGloin, Rory; Atkin, David – Journal of American College Health, 2018
Objective: This study investigated body dissatisfaction, neuroticism, and sex as potential predictors of calorie-tracking app usage amongst undergraduate college students. Participants: College students (N = 491) were recruited from a large northeastern university in October 2015. Methods: Participants completed an online survey asking about their…
Descriptors: Student Attitudes, Self Concept, Undergraduate Students, Body Composition
Kohls, Christian; Münster, Guido; Dubbert, Dennis; Dural, Meryem – Journal of Interactive Learning Research, 2018
This article describes design patterns of mobile apps for hybrid learning spaces, which often blurs the distinction between digital and non-digital, physical and virtual, online and offline, on-campus and off campus, and academic and non-academic environments. We describe relevant existing design patterns that are helpful for thinking about hybrid…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Lotherington, Heather – International Association for Development of the Information Society, 2018
A recent survey of top-rated mobile(-assisted) language learning (MALL) apps revealed four front-runners on the digital marketplace: three proprietary language course apps: duolingo, Babbel, busuu, and one flashcard/spaced repetition system (SRS): Memrise (Lotherington, 2017). The survey was followed by empirical studies of the embedded…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology

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