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Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
Anggi Datiatur Rahmat; Insih Wilujeng; Heru Kuswanto – Journal of Science Learning, 2023
Integrating traditional games into science learning can reconstruct local knowledge into scientific knowledge. One of the most popular technologies today is the mobile phone, which almost everyone uses. This study investigates the effect of mobile learning integrated with traditional games Egrang on students' multiple representation skills. This…
Descriptors: Science Education, Educational Technology, Technology Uses in Education, Telecommunications
Shams, Aisha; Ajmal, Fouzia; Jumani, N. B. – Pakistan Journal of Distance and Online Learning, 2021
Mobile learning plays a pivotal role in the students' academic progress. Main objectives of this article were to examine the effectiveness of mobile learning in view of students' academic progress, to describe the students' preference for mobile learning, to examine the scope of use mobile learning by distance learners. The study was qualitative…
Descriptors: Instructional Effectiveness, Electronic Learning, Academic Achievement, Student Attitudes
Khan, Farheen Mujeeb; Gupta, Yuvika – Interactive Technology and Smart Education, 2022
Purpose: This study aims to contribute to literature on mobile learning (m-learning) by proposing four research clusters whereby scholars can expand m-learning research to facilitate effective learning experiences for students. Design/methodology/approach: This study reviews student-centric literature on m-learning since 2010 and presents insights…
Descriptors: Bibliometrics, Electronic Learning, Handheld Devices, Instructional Effectiveness
Güler, Mustafa; Bütüner, Suphi Önder; Danisman, Sahin; Gürsoy, Kadir – Education and Information Technologies, 2022
The technological developments of the twenty-first century have enabled the emergence of alternative teaching-learning models and instructional tools. One of the concepts brought about by such developments is mobile learning. The aim of this study was to test the effect of mobile learning on students' mathematics achievement. A systematic database…
Descriptors: Electronic Learning, Mathematics Achievement, Educational Research, Instructional Effectiveness
Mohtar, Syahida; Jomhari, Nazean; Omar, Nor Azyra; Mustafa, Mumtaz Begum Peer; Yusoff, Zulkifli Mohd – Education and Information Technologies, 2023
Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to…
Descriptors: Usability, Handheld Devices, Electronic Learning, Educational Technology
Gurova, Tetiana; Riabukha, Tetiana; Zinenko, Natalia; Gostishcheva, Natalia – Advanced Education, 2020
The article considers teaching English phonetics to future interpreters with mobile learning in the light of the competence approach. The authors analyse the possibilities of applying mobile learning as an additional source and demonstrates the feasibility of its implementation in teaching English phonetics. The primary aim of this research is to…
Descriptors: Teaching Methods, Linguistics, State Universities, College Faculty
Chaya, Piyaporn; Inpin, Bhornsawan – English Language Teaching, 2020
This research aimed to: 1) investigate the effects of Movie-Based Mobile Learning (MBML) instruction in enhancing Thai EFL university students' speaking skills; 2) investigate effects of Movie-Based Mobile Learning instruction in enhancing Thai EFL university students' intercultural communicative competence (ICC); and 3) examine the students'…
Descriptors: Films, Teaching Methods, English (Second Language), Second Language Learning
Gumbheer, Chandra Prakash; Khedo, Kavi Kumar; Bungaleea, Anjali – Education and Information Technologies, 2022
Due to the outbreak of COVID-19, digital learning has become the most efficient learning and teaching technique adopted across the world. The pervasiveness of Personalized and Adaptive Context-Aware Mobile Learning (PACAML) technologies is improving the academic performances of learners by providing an efficient learning platform that supports…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Elaish, Monther M.; Shuib, Liyana; Ghani, Norjihan Abdul; Yadegaridehkordi, Elaheh – Educational Review, 2019
English has increasingly become an essential second language as well as a language for international communication. However, there is little research that examines the dimensions of mobile learning for both researchers and instructional designers and focuses on effective uses of the latest mobile learning technologies for education. There have…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Telecommunications
Demir, Kadir; Akpinar, Ercan – Malaysian Online Journal of Educational Technology, 2018
This study examines the effect of mobile learning applications on undergraduate students' academic achievement, attitudes toward mobile learning and animation development levels. Quasi-experimental design was used in the study. Participants of the study were students of the Buca Faculty of Education at Dokuz Eylul University in Turkey. The…
Descriptors: Undergraduate Students, Telecommunications, Handheld Devices, Educational Technology
Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Seifert, Tami – International Journal of Mobile and Blended Learning, 2020
The objective of this research was to find out whether the implementation of mobile learning pedagogies in a high school classroom can educate high school students to become independent learners, who are able to regulate their learning, improve their achievements. The findings have been analyzed by taking into consideration the self-regulation…
Descriptors: Electronic Learning, Handheld Devices, English (Second Language), Second Language Instruction
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Leontyeva, Irina; Pronkin, Nikolay; Tsvetkova, Milena – International Journal of Instruction, 2021
The purpose of the study is to compare the effectiveness of mind mapping in the traditional and mobile learning environments. The study explores whether traditional offline learning activities, including mind mapping, can be improved when using online learning platforms. Mind mapping was used in the entrepreneurship course on launching startups to…
Descriptors: Visual Aids, Memorization, Cognitive Mapping, Handheld Devices