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Jack Rutherford; Ross Brisco; Robert Lynch – Design and Technology Education, 2024
Few digital product development tools are used in industry and academia compared to their historic paper-based counterparts. This is surprising as many parts of the product development process have digitised such as communication and Computer-Aided Design. Therefore, a gap in knowledge was identified which informed the development of a novel…
Descriptors: Productivity, Research and Development, Concept Formation, Computer Assisted Design
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Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
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Bratlie, Siri Steffensen; Gustafsson, Jan-Eric; Torkildsen, Janne von Koss – Reading Research Quarterly, 2022
Language-minority students constitute a heterogeneous group, both in terms of skills in the majority language and contextual factors, such as language use at home and socioeconomic status. These characteristics may interact with the effectiveness of language instruction programs. This study investigated whether the effectiveness of a digital…
Descriptors: Program Effectiveness, Computer Oriented Programs, Morphology (Languages), Language Minorities
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Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
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Mettis, Kadri; Väljataga, Terje – International Journal of Mobile and Blended Learning, 2022
The aim of this study was to investigate how mobile outdoor learning supports the development of students' conceptual understanding about local socio-environmental problems and students' attitudes towards the learning activity. To explore these aspects, a study following a design-based research model was designed and conducted with 68 eighth-ninth…
Descriptors: Middle School Students, Outdoor Education, Environmental Education, Social Problems
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Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries
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Fichten, Catherine S.; Havel, Alice; Jorgensen, Mary; Wileman, Susie; Harvison, Maegan; Arcuri, Rosie; Ruffolo, Olivia – Journal of Education and Learning, 2022
Attention Deficit Hyperactivity Disorder (ADHD) experts and individuals with ADHD have made many recommendations concerning mobile apps that could potentially help college students succeed. But do students know about these recommended apps? Do they find them useful? How do students use mobile apps for completing schoolwork? To answer these…
Descriptors: Attention Deficit Hyperactivity Disorder, Students with Disabilities, Student Attitudes, College Students
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Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Chin, Huan; Chew, Cheng Meng – Education and Information Technologies, 2022
Solving word problems involving 'Time' is an important skill but poor mastery of the skill among elementary students has often been reported in the literature. In addition, the available diagnostic tools in the literature might be less efficient for identifying the various errors made by many students in solving word problems. Thus, an online…
Descriptors: Cognitive Tests, Diagnostic Tests, Problem Solving, Word Problems (Mathematics)
Hirsh-Pasek, Kathy; Zosh, Jennifer M.; Hadani, Helen Shwe; Golinkoff, Roberta M.; Clark, Kevin; Donohue, Chip; Wartella, Ellen – Center for Universal Education at The Brookings Institution, 2022
As technology advances to bring new immersive and imaginary worlds, how children are educated and how teachers are prepared must also advance to meet these new opportunities. Today, as the metaverse infrastructure is still under construction, researchers, educators, policymakers, and digital designers have a chance to lead the way rather than get…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Practices, Educational Technology
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Katrina Palmer; William Bauldry; Michael J. Bossé; Jaehee Post – PRIMUS, 2022
Most any students can explain the meaning of "a[superscript b]", for "a" [element-of] [set of real numbers] and for "b" [element-of] [set of integers]. And some students may be able to explain the meaning of "(a + bi)[superscript c]," for "a, b" [element-of] [set of real numbers] and for…
Descriptors: Mathematics Instruction, Mathematical Concepts, Secondary School Mathematics, College Mathematics
Schwartz, Madeleine E. B. – ProQuest LLC, 2022
Emerging adulthood, the period of time between adolescence and adulthood, is full of new adjustments. During this time, individuals must acclimate to heightened expectations with diminished support. Individuals with attention-deficit/hyperactivity disorder (ADHD) experience even greater academic and vocational difficulty during emerging adulthood…
Descriptors: Attention Deficit Hyperactivity Disorder, Telecommunications, Handheld Devices, Computer Oriented Programs
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Chung, Cheng-Yu; Awad, Nayif; Hsiao, I-Han – Australasian Journal of Educational Technology, 2021
Although numerous studies have demonstrated different ways that augmented reality (AR) can assist students to understand the learning content via contextualised visualisation, less explored is its effect on collaborative problem-solving (CPS) in computer programming. This study aims to investigate how AR affects a CPS in a programming task. We…
Descriptors: Problem Solving, Problem Based Learning, Cooperative Learning, Computer Simulation
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Lawal-Adebowale, O. A.; Oyekunle, O. – International Journal of Education and Development using Information and Communication Technology, 2021
The importance of education to individual and national development engendered the need for both quality teaching and learning by teachers and students respectively. To accomplish these objectives, digital education apps have become intensively deployed for teaching and learning in the school system. Based on the potential of integrating the…
Descriptors: Foreign Countries, Agricultural Education, College Students, Technology Integration
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Yadav, Savita; Chakraborty, Pinaki – Childhood Education, 2021
Children like to play with smartphones and other touchscreen-based devices, and suitably developed apps can help in entertaining, nurturing, and educating children. For the last three years, the authors have been studying how children interact with smartphones and other touchscreen-based devices. They assert that knowing the capabilities of…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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