Publication Date
In 2025 | 0 |
Since 2024 | 7 |
Since 2021 (last 5 years) | 36 |
Since 2016 (last 10 years) | 76 |
Since 2006 (last 20 years) | 110 |
Descriptor
Source
Author
Beal, Carole R. | 2 |
Chang, Cheng-Sian | 2 |
Gage, Nicholas | 2 |
Hoyle, Rick H. | 2 |
Hughes, Janette | 2 |
Hung, Hui-Chun | 2 |
Karas, Carly | 2 |
Keçeci, Gonca | 2 |
Rosenblum, L. Penny | 2 |
Schofield, Damian | 2 |
Tanner, Patricia | 2 |
More ▼ |
Publication Type
Education Level
Middle Schools | 110 |
Grade 6 | 103 |
Elementary Education | 99 |
Intermediate Grades | 99 |
Secondary Education | 51 |
Junior High Schools | 47 |
Grade 5 | 37 |
Grade 7 | 29 |
Grade 8 | 23 |
Grade 4 | 15 |
High Schools | 10 |
More ▼ |
Audience
Teachers | 2 |
Administrators | 1 |
Location
Taiwan | 8 |
Turkey | 8 |
Australia | 7 |
Canada | 6 |
New York | 3 |
Pennsylvania | 3 |
Texas | 3 |
China | 2 |
Germany | 2 |
India | 2 |
Malaysia | 2 |
More ▼ |
Laws, Policies, & Programs
Elementary and Secondary… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Georgina K. Wort; Gareth Wiltshire; Simon Sebire; Oliver Peacock; Dylan Thompson – Journal of School Health, 2024
Background: Wearable technologies offer new opportunities to address in-school physical inactivity. However, children are often excluded from discussing issues which directly impact them, including the use of wearable technologies in a school setting. Thus, the aim of this study is to understand primary school pupils' experiences and perceptions…
Descriptors: Elementary School Students, Student Attitudes, Handheld Devices, Technology
Xiao-Fan Lin; Wei Zhou; Sirui Huang; Huijuan Huang; Xiyu Huang; Zhaoyang Wang; Yue Zhou; Jing Wang; Xiaoqing Xian; Weiyi Li; Zhong-Mei Liang – Educational Technology & Society, 2024
There is research evidence that creative agency has attracted worldwide attention in mainstream education as it could foster learners' active roles in taking control of their creative processes. However, without appropriate supporting tools, students may struggle to convey their ideas in complex creative practices. Digital storytelling and mobile…
Descriptors: Foreign Countries, Grade 6, Concept Mapping, Story Telling
Seda Özer Sanal; Filiz Elmali – European Journal of Special Needs Education, 2024
The aim of this study is to investigate the effectiveness of Realistic Mathematics Education Strategies Mobile App (REMSAM) on the mathematical problem solving performance of students with learning disabilities (LD). The participants of this study consisted of five children (three girls, two boys) with LD. The study was carried out based on a…
Descriptors: Mathematics Education, Problem Solving, Students with Disabilities, Learning Disabilities
Baltaci, Sehnaz – Journal of Educational Technology and Online Learning, 2022
This study examines the effect of using a personal response system (PRS) on students' academic performance and attitude towards science and technology. The study is conducted during the spring semester of the 2018-2019 academic year in a secondary school in northwestern Turkey. The study is designed as a pre-test and post-test control group…
Descriptors: Student Attitudes, Academic Achievement, Science Education, Foreign Countries
Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)
Manshadi, Saeed – International Journal of Mathematical Education in Science and Technology, 2022
This paper presents a case study of two sixth-grade students' use of an iPad as an instructional tool for mathematics. Based on their written and oral responses, we investigated and analyzed their meaning making process with mathematical content in a classroom where the iPad was a central tool for teaching practices. The analyses were based on…
Descriptors: Grade 6, Mathematics Instruction, Middle School Students, Handheld Devices
Vilz, Delia; Barwasser, Anne; Hoff, Susanne; Grünke, Matthias – Insights into Learning Disabilities, 2022
Writing is considered the most arduous academic task in school. Many students struggle with motivating themselves to engage in text production due to the enormous cognitive load it requires. In this pilot study, we used a simple electronic device that emits silent vibration signals at programmed intervals to help five sixth graders to stay focused…
Descriptors: Writing (Composition), Student Motivation, Grade 6, Writing Assignments
Liu, Wenhui; Wang, Cixiao – Educational Technology & Society, 2022
In science classrooms, technology affordance varies depending on device-student ratios (DSR) and the ways virtual manipulatives on mobile devices are used. Additionally, external scripts (ES) are widely used to promote effective group interaction in collaborative learning. Therefore, this research explored the influence of DSR and ES on…
Descriptors: Science Education, Grade 6, Telecommunications, Handheld Devices
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
Science Teaching with Augmented Reality Applications: Student Views about 'Systems in Our Body' Unit
Sontay, Gökhan; Karamustafaoglu, Orhan – Malaysian Online Journal of Educational Technology, 2021
Many mobile applications have emerged thanks to the technological developments that have taken place today. One of these applications is the augmented (virtual) reality application used on smartphones and tablets. Some augmented reality applications are being prepared using 4D-technology and transforming the virtual environment into real life. The…
Descriptors: Science Instruction, Instructional Effectiveness, Computer Simulation, Handheld Devices
Tirado-Morueta, Ramón; Berlanga-Fernández, Inmaculada; Vales-Villamarín, Helena; Guzmán Franco, Mª Dolores; Duarte-Hueros, Ana; Aguaded-Gómez, José Ignacio – Education and Information Technologies, 2020
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textbook has become popular worldwide. However, findings of studies that seek to enable understanding of how the daily use of these mobile devices affects student's engagement in the classroom are heterogeneous. The authors utilized and adapted a…
Descriptors: Elementary School Students, Children, Learner Engagement, Handheld Devices
Ece Avinç; Fatih Dogan – Education and Information Technologies, 2024
The study aimed to develop a Likert-type measurement tool (Digital Literacy Scale, DLS) to determine the digital literacy levels of secondary school students. The validity and reliability of the developed measurement tool were verified using the Rasch model. The Rasch Model can estimate missing data and allow for small study groups (Rasch, Rasch,…
Descriptors: Digital Literacy, Secondary School Students, Validity, Reliability
Keçeci, Gonca; Yildirim, Pelin; Zengin, Fikriye Kirbag – Journal of Science Learning, 2021
Mobile augmented reality (MAR) draws attention in terms of providing a flexible learning process and environment. It is thought that learning environments can be more effective using MAR technology. The research aimed to determine the secondary school students' views on the use of MAR technology in science teaching. The research was conducted with…
Descriptors: Middle School Students, Student Attitudes, Grade 6, Handheld Devices
Papastergiou, Marina; Natsis, Petros; Vernadakis, Nikolaos; Antoniou, Panagiotis – Education and Information Technologies, 2021
The aim of this study was to assess the impact of the integration of tablets and a mobile application for fitness development into a PE lesson in primary education, in schools that did not apply a 'one tablet per child' policy, on students' intrinsic motivation for the PE lesson. Four 5th grade and four 6th grade classes (145 students aged…
Descriptors: Handheld Devices, Computer Oriented Programs, Physical Fitness, Physical Education