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Azmi Fitriati; Subuh Anggoro; Corrienna Abdul Talib; Tin Lam Toh – Turkish Online Journal of Distance Education, 2025
The Technology Acceptance Model (TAM) is a concise and efficient predictive model used to explain the acceptance of m-learning technology. However, several studies have shown that TAM cannot fully explain the acceptance of m-learning among Generation Z. This study aims to formulate TAM as a model of m-learning acceptance for Generation Z. TAM…
Descriptors: Foreign Countries, College Students, Young Adults, Self Efficacy
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Wikanta, Wiwi; Suharti, Peni; Asy'ari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only…
Descriptors: Practicums, Handheld Devices, Electronic Learning, Computer Simulation
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Mochamad Kamil Budiarto; Gunarhadi Gunarhadi; Abdul Rahman – Journal of Education and Learning (EduLearn), 2024
Integration of information and communication technology (ICT) in teacher education is a means to support the teaching and learning process. Good teaching by utilizing technology certainly requires changes, especially in the realm of pedagogy, but teachers apparently do not have enough ability to optimize ICT in the learning process. In fact, ICT…
Descriptors: Outcomes of Education, Computer Oriented Programs, Technology Uses in Education, Technology Integration
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Yuningsih; Subali, Bambang; Susilo, Mohamad Joko – Anatolian Journal of Education, 2022
The creativity of high school students in Indonesia has not met the demands of 21st century because in general the students' thinking ability has not reached high-level thinking ability. The objectives of this study are: first, utilizing android technology to develop an Analogipedia module containing ecosystem teaching materials for high school…
Descriptors: Electronic Learning, Handheld Devices, Creativity, High School Students
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Yaniawati, Poppy; Maat, Siti Mistima; Supianti, In In; Fisher, Dahlia – European Journal of Educational Research, 2022
This study aims to develop a mathematics learning application, namely Android-based mobile learning to increase students' High Order Thinking Skills (HOTs). The result of mathematics learning media is a valid and practical mobile learning application product. "Mastering Math" is the name of a mathematics e-learning application designed…
Descriptors: Mathematics Instruction, Thinking Skills, Telecommunications, Handheld Devices
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Salehudin, Mohammad; Hamid, Abdulloh; Andriyani, Santi; Yunus, Muhammad; Zulherman, Zulherman – Pegem Journal of Education and Instruction, 2022
The purpose of this study was to determine the effect of using smartphones for online learning on teachers' and students' interactions in learning that occurred during the COVID-19 pandemic. Respondents were 303 elementary school students, randomly selected by filling out questions through a Google form application. 20 items were provided, 10…
Descriptors: Elementary School Students, Electronic Learning, Distance Education, Handheld Devices
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Prana Dwija Iswara; J. Julia; Tedi Supriyadi; Enjang Yusuf Ali – Pegem Journal of Education and Instruction, 2023
Early reading skills at elementary school age have implications for reading performance at a later stage. The use of representative application-based learning media in the digital era has become a necessity. It was discovered that the learning practices implemented by the teachers did not stimulate students' motivation as the learning media tended…
Descriptors: Elementary School Students, Foreign Countries, Computer Oriented Programs, Handheld Devices
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Seta, Henki Bayu; Theresiawati; Afrizal, Sarika; Hidayanto, Achmad Nizar – Journal of Information Technology Education: Research, 2022
Aim/Purpose: This identifies the factors that influence the application of mobile learning in order to improve the student learning process at universities in Indonesia based on the student's perspective regarding factors that affect mobile learning, which is still rarely done in the Indonesian context. Background: The pandemic has had an impact…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, College Students
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Rahayu, Chika; Putri, Ratu Ilma Indra; Zulkardi; Hartono, Yusuf – Journal on Mathematics Education, 2022
This research aimed to generate a learning trajectory in an introduction to early mathematics, precisely to measure learning using educational games and Realistic Mathematics Education (RME) and to describe young children's curiosity in learning early mathematics. Children need to have an understanding to take a measurement and use a learning…
Descriptors: Game Based Learning, Educational Games, Mathematics Education, Learning Processes
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Mega Fitri Wulandari; Irfiani Bakri – Journal of English Teaching, 2023
The study aims to investigate the effectiveness of MALL application using in the classroom. One of Mobile Assisted Language Learning (MALL) application used is Quizlet. The study employs a Classroom Action Research approach to assess the impact of Quizlet on third semester of Business Management students' vocabulary mastery. The data collection…
Descriptors: Business Administration Education, Tests, Electronic Learning, Second Language Learning
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Shalsa Billa Ardhana Neswary; Binar Kurnia Prahani – Anatolian Journal of Education, 2023
The merdeka curriculum is a curriculum whose learning structure is divided into two main activities, namely learning that refers to student learning outcomes in each subject and projects to strengthen the Pancasila student profile. A digital pocketbook is an electronic book that contains information in the form of text or images that can be…
Descriptors: Science Curriculum, Physics, Electronic Learning, Electronic Publishing
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Munir, Sirajul; Erlinda, Rita; Afrinursalim, Hanif – Indonesian Journal of English Language Teaching and Applied Linguistics, 2021
This study aims to describe students' views on the use of WhatsApp in English Teaching Department classes during the COVID-19 pandemic. The impact of the Coronavirus disease 2019 (COVID-19) pandemic is now beginning to spread to the world of education. This condition makes the students and the lecturers used online media or online learning much…
Descriptors: Student Attitudes, Computer Mediated Communication, Handheld Devices, COVID-19
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Maulana, Iwan; Asrowi; Suryani, Nunuk – Journal of Educational Technology and Online Learning, 2020
This study aimed to examine the effect of the use of mobile-based Augmented Reality media to improve student learning motivation in SMP Muhammadiyah Surakarta on the science subject. The study used a quasi-experimental method with pretest-posttest control design. The tests of mobile-based augmented reality media in learning and learning motivation…
Descriptors: Electronic Learning, Computer Simulation, Educational Technology, Instructional Effectiveness
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Ningsih, Sri Kusuma; Suherdi, Didi; Purnawarman, Pupung – International Journal of Education and Practice, 2022
A review of literature on mobile technology in EFL learning environment has indicated the growth, trends and practices of smartphones and mobile apps adoption both in classroom and outside classroom settings. However, little has been known on how EFL teachers perceived such trends and current practices and how they plan for future teaching. This…
Descriptors: Foreign Countries, Middle School Teachers, High School Teachers, English (Second Language)
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Pratama, Ahmad R. – Education and Information Technologies, 2021
As mobile devices become more ubiquitous, the benefits of mobile learning (m-learning) can be a great opportunity for educating a vast populace, especially in developing countries. Acceptance of m-learning by individuals is critical for these nations while aiming for a successful implementation of m-learning. A total of 1156 middle and high school…
Descriptors: Electronic Learning, Handheld Devices, Middle School Students, High School Students
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