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Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2018
"Prêt à Négocier" (PàN) is an interactive digital information gap game designed to help French students improve their interaction skills. In this study, we examined the effects of its use on improving French learners' vocabulary. Following a pretest/posttest design, we compared the development of 20 French words between an experimental…
Descriptors: Second Language Learning, Second Language Instruction, French, Vocabulary Development
Xu, Junyan; He, Sining; Jiang, Haozhe; Yang, Yang; Cai, Su – International Association for Development of the Information Society, 2019
In recent years, the development of mobile technology and devices makes Artificial Intelligence (AI) and Augmented Reality (AR) available tools in classroom teaching and learning. AI and AR are used to improve the learning effect as well as motivate the students' learning enthusiasm. In English as a second language (ESL) learning, several previous…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Handwriting
Yorganci, Serpil – Online Submission, 2017
This study investigated the effects of podcasting on vocational school students' critical thinking dispositions. The research was carried out on 84 students of Erzurum Vocational College during the spring semester of 2015- 2016 academic year. The "one-group pre-test post-test design" was taken as the research model. Data were collected…
Descriptors: Handheld Devices, Audio Equipment, Information Dissemination, Vocational Education
Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
Meishar-Tal, Hagit; Ronen, Miky – International Association for Development of the Information Society, 2016
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown". The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Computer Games, Teacher Attitudes, Electronic Learning, Learning Experience
Raza, Mehwish – International Association for Development of the Information Society, 2017
Facebook is world's leading social network, 29% of its active members represent Pakistan. This study utilized Facebook for teachers' in-service training. Thirty teachers from different parts of Pakistan took part in this training that lasted for ten weeks. The researcher tested the impact of three independent variables namely: social interactions,…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Student Motivation
Schmidt Hanbidge, Alice; Sanderson, Nicole; Tin, Tony – International Association for Development of the Information Society, 2016
Integrating information literacy skills is fundamental to learning in all contexts. The nexus of mobile devices and information literacy lessons to learn these skills is an innovative pedagogy in higher education explored in this Mobile Information Literacy Tool (MIL) project. Currently, the project's second stage of data collection and analysis…
Descriptors: Information Literacy, Information Skills, Skill Development, Undergraduate Students
Gunpinar, Yasemin; Paper, Stephen J. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2016
The purpose of this study was to examine the ways that teachers use Connected Classroom Technology (CCT) to potentially support achievement on translation problems that require moving between algebraic representations. Four mathematics classrooms were chosen based on their gain scores on pre- and post-test Algebraic translation problems. Two…
Descriptors: Mathematics Instruction, Mathematics Achievement, Scores, Pretests Posttests
Berns, Anke; Palomo-Duarte, Manuel; Dodero, Juan Manuel; Ruiz-Ladrón, Juan Miguel; Márquez, Andrea Calderón – Research-publishing.net, 2015
In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact with…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Second Language Instruction
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages
Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Hanbidge, Alice Schmidt; Mackenzie, Amanda; Sanderson, Nicole; Scholz, Kyle; Tin, Tony – International Association for Development of the Information Society, 2017
How do we close the gap between the lack of academic experience incoming students have--with the expectation that students know the rules of writing and taking exams? Academic integrity (AI) is essential in post-secondary academia yet insufficient time is allocated to teaching and practicing its concepts. Talks at orientation, lectures in the…
Descriptors: Academic Achievement, Integrity, Telecommunications, Handheld Devices
Cochrane, Robert – Research-publishing.net, 2015
English education in Japan faces numerous challenges, including an English as a Foreign Language (EFL) context, mandatory English classes, and an exam-oriented education system. Computer technology and the almost universal possession of smartphones can ease the burden of learning, but only if these tools are used effectively. Japanese university…
Descriptors: Beliefs, Handheld Devices, Technology Uses in Education, Learning Activities
Mohammadi, Mojtaba; Safdari, Nastaran – Research-publishing.net, 2015
The purpose of the present study was to examine the impact of online mobile-assisted task-based activities on improving Iranian intermediate English as a Foreign Language (EFL) learners' speaking skills. To achieve the purpose of the study, 90 intermediate language learners were selected ranging between 13 to 16 years old and divided into three…
Descriptors: Foreign Countries, Technology Uses in Education, Telecommunications, Handheld Devices
Lai, Ah-Fur; Lai, Horng-Yih; Chuang, Wei-Hsiang; Wu, Zih-Heng – International Association for Development of the Information Society, 2015
Traditional outdoor learning activities such as inquiry-based learning in nature science encounter many dilemmas. Due to prompt development of mobile computing and widespread of mobile devices, mobile learning becomes a big trend on education. The main purpose of this study is to develop a mobile-learning management system for overcoming the…
Descriptors: Electronic Learning, Outdoor Education, Natural Sciences, Management Systems
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