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Arantes, Janine – Qualitative Research Journal, 2022
Purpose: The purpose of this paper is to explore the potential of the substitution, augmentation, modification and redefinition (SAMR) model as a research method via a project that aimed to investigate pre-service teachers' negotiation of data-rich environments. Design/methodology/approach: The project that underpins this paper saw the author…
Descriptors: Models, Preservice Teachers, Computer Mediated Communication, Electronic Learning
Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
Kefah A. Barham; Rachel Clarke – SAGE Open, 2022
Mobile technologies have been shown to be potential aids in improving language learning a long with computer technology, The purpose of this study was to examine students' perceptions of their socio-affective learning practices when utilizing dictionary applications on their mobile phones. Twenty-five undergraduates were chosen at random from a…
Descriptors: Foreign Countries, Dictionaries, Computer Oriented Programs, Handheld Devices
Li, Xiaoyu; Xia, Jianping – Science Insights Education Frontiers, 2020
The rise of big data technology provides direction and support for the reform and development of education. Big data technology can realize the inventory management and effective dynamic monitoring of schools, students, and teachers. It is conducive to comprehensively and accurately controlling the development of teaching activities, injecting new…
Descriptors: Foreign Countries, Middle School Students, Data Analysis, Data Collection
Macho-Stadler, Erica; Elejalde-Garcia, Maria Jesus – Physics Teacher, 2020
The interest in achieving improved acoustical conditions in classrooms has increased in the last years. Some experiments on acoustics phenomena using smartphone applications appear in the recent bibliography. In this paper, we present a proposal for active learning about room acoustics for high school and undergraduate students. Students work on…
Descriptors: Measurement, Acoustics, Classroom Environment, Handheld Devices
Vieyra, Rebecca; Vieyra, Chrystian; Pendrill, Ann-Marie; Xu, Benjamin – Physics Education, 2020
This article describes the development and deployment of Physics Toolbox Play, a gamified component of the "Android Physics Toolbox Sensor Suite" app, that can introduce young children through adults to fundamental physics principles. The app was used successfully in a variety of contexts, including STEM fairs with primary and secondary…
Descriptors: Educational Games, Physics, Science Instruction, Science Education
Esvan, Yannick J.; Zeinyeh, Wael – Journal of Chemical Education, 2020
The Fourier transformation (FT) is a mathematical process frequently encountered by chemistry students. However, it remains an automated background process perceived by many students as difficult to understand. In this paper we present a simple open-source web application, which can help students to understand the basics of the FT applied to…
Descriptors: Chemistry, Spectroscopy, Laboratory Procedures, Laboratory Experiments
Shakur, Asif; Valliant, Benjamin – Physics Teacher, 2020
The use of smartphones in experimental physics is by now widely accepted and documented. PASCO scientific's smart cart, in combination with student-owned smartphones and free apps, has opened up a new universe of low-cost experiments that have traditionally required cumbersome and expensive equipment. In this paper we demonstrate the simplicity,…
Descriptors: Science Instruction, Physics, Telecommunications, Handheld Devices
Lior, Noam – Research in Drama Education, 2020
Multimedia Shakespeare apps include performance materials alongside Shakespeare's text. I examine two innovations across seven such digital Shakespeare projects: combination of Shakespeare performance with text, and the use of digital platforms to place Shakespeare text and performance literally at users' fingertips. Multimedia Shakespeare…
Descriptors: Classical Literature, Drama, Theater Arts, Performance
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
Maria DelGreco – ProQuest LLC, 2020
Sexual violence, including street harassment, sexual harassment, sexual assault, and rape, is a ubiquitous problem, particularly for college-aged women, with wide-reaching effects, such as increased anxiety, depression, stress, self-blame, guilt, and poorer sleep quality and lower self- esteem. Although there are federally-mandated sexual violence…
Descriptors: Computer Oriented Programs, Victims, Sexual Harassment, Safety
Cheryl A. Vamos; Joseph A. Puccio; Stacey B. Griner; Rachel G. Logan; Rumour Piepenbrink; Morgan Richardson Cayama; Sharonda M. Lovett; Helen Mahony; Ellen M. Daley – Journal of American College Health, 2024
Objective: To explore health literacy needs and preferences for a technology-based intervention (app) to improve sexual and reproductive health (SRH) among college students. Participants: In Spring 2019, in-depth interviews were conducted with 20 participants (10 male, 10 female) from a large, public university. Methods: Interview guide was…
Descriptors: College Students, Sexually Transmitted Diseases, Sex Education, Health Education
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software

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