15,727 research outputs found

    INSTRUCTORS’ USAGE OF MOBILE LEARNING APPLICATIONS IN CLASSROOM AND ITS IMPACT ON THE LEARNERS’PERFORMANCE

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    This study investigates university instructors’ usage of mobile learning applications and the impact on students’ motivation and performance. Edgar Dale’s Cone of Experience providing the theoretical framework emphasizes active, multi-sensory learning. A survey questionnaire administered to 380 students randomly selected at Weifang University of Science and Technology in China collects quantitative data on instructors’ integration of mobile apps across five key variables: learning goal alignment, learner engagement, instructional effectiveness, assessment and feedback mechanisms, and data privacy protections. Descriptive analysis assesses student perceptions of current usage patterns, while inferential statistics examine differences based on demographics. Correlational analysis reveals relationships between the key variables and student motivation and achievement. Multiple regression modeling identifies the strongest predictors of improved learner outcomes from mobile app integration. Findings will reveal strengths and weaknesses in instructor practice to inform effective design and implementation leveraging mobile affordances to enhance the learning experience. Results will guide instructors in strategically selecting and incorporating apps into pedagogical practice to increase student motivation and academic performance. The integration of mobile learning applications offers tremendous potential to transform instruction and promote active learning. This research provides empirical evidence to inform best practices in leveraging mobile technology to align with pedagogical goals, engage learners, deliver content effectively, provide timely feedback, and protect student data privacy. The study contributes to the knowledge base on mobile learning in higher education contexts and provides practical recommendations to help instructors maximize benefits and mitigate risks when incorporating mobile apps into their teaching

    Does use of touch screen computer technology improve classroom engagement in children?

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    Many studies have shown that the use of technology in the classroom may influence pupil engagement. Despite the recent widespread use of tablet technology, however, very little research has been carried out into their use in a primary school setting. We investigated the use of tablet computers, specifically Apple’s ‘iPad’, in an upper primary school setting with regard to children’s engagement. Cognitive, emotional and general engagement was higher in lessons based on iPads than those which were not. There was no difference in behavioral engagement. Of particular significance was the increase in engagement seen in boys, which resulted in their engagement levels increasing to levels comparable to those seen in girls. These findings suggest that tablet technology has potential as a tool in the classroom setting

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    It's mobile, but is it learning?

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    Evaluating Digital Math Tools in the Field

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    Many school districts have adopted digital tools to supplement or replace teacher-led instruction, usually based on the premise that these tools can provide more personalized or individualized experiences for students and at lower cost. Rigorously evaluating whether such initiatives promote better student outcomes in the field is difficult as most schools and teachers are unwilling to enforce rigorous study designs such as randomized control trials. We used study designs that were feasible in practice to assess whether two digital math tools, eSpark and IXL, were associated with improvements in 3rd – 6th grade student test scores in math. We also investigated the resource requirements and costs of implementing eSpark and IXL to assess whether these tools represent a valuable use of resources. We find that while IXL is substantially less costly to implement than eSpark, its use is not significantly associated with students’ math performance

    QuizPower: a mobile app with app inventor and XAMPP service integration

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    This paper details the development of a mobile app for the Android operating system using MIT App Inventor language and development platform. The app, Quiz Power, provides students a way to study course material in an engaging and effective manner. At its current stage the app is intended strictly for use in a mobile app with App Inventor course, although it provides the facility to be adapted for other courses by simply changing the web data store. Development occurred during the spring semester of 2013. Students in the course played a vital role in providing feedback on course material, which would be the basis for the structure of the quiz as well as the questions. The significance of the project is the integration of the MIT App Inventor service with a web service implemented and managed by the department

    The Effects of iPad Apps on Student Achievement in Literacy for Children in 2nd and 3rd Grade

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    Many educators consider using educational iPad apps to supplement literacy curriculum and facilitate greater student engagement. Student literacy achievement is crucial at the lower elementary level. Students who do not progress through the grade level literacy standards of the Common Core State Standards need intervention instruction to achieve mastery. The purpose of this paper is to examine the effectiveness of using iPad apps based instruction in reading intervention programs for second and third grade students. This study followed a mixed method approach, a pretest, post-test quasi experimental design where students enrolled in an after school reading intervention program used iPad educational apps to improve literacy. Participants in the focus group used specifically designed educational iPad apps aligned to specific Common Core State Standards in literacy. Data were collected using student pretest and posttest information and teacher and researcher observations. Students were assessed using standardized, literacy pretest and post-tests. For the duration of the study, the teachers and the researcher recorded observations of student progress. Teacher notes on student performance were analyzed for commonality. Results indicated that all students in the study improved in literacy mastery by the end of the study. English language learners also demonstrated gains in literacy skills. In conclusion, the study demonstrated that the use of iPad apps in building mastery of literacy skills of students in second and third grade has a positive effect. Under certain conditions, iPad apps are useful in literacy instruction

    The Interface of Technology in Culinary Arts Education

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    Introduction: A culinary educator must make many decisions that affect the day-to-day activities in both the classroom and the lab. One of the more important decisions is how to select the most appropriate technology to implement for use in teaching and administrative activities. The research presented here is intended to help the educator identify specific needs, decide where the use of technology is desirable, and offer information designed to help the educator make an informed decision about using technology as a teaching tool. Purpose Statement: The purpose of this paper is to inform the culinary educator about the technology available for use in both the classroom and the lab setting. There is an ever-increasing pool of technology, making it more important than ever that the educator choose the appropriate lab/kitchen equipment and software programs for use in a specific culinary program. Making an informed decision ensures maximum usefulness of the technology in the setting

    MISO Survey 2018: Trends and Takeaways

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    Bridging the Gap

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    School districts across the country are increasingly seeking out digital tools to support the work of educators, in the hopes of improving students' academic achievement. With the rapid emergence of this new market, many districts have been challenged by the task of identifying and procuring educational technology (ed-tech) products that match the needs of their educators and students.The NYC Department of Education's "Innovate NYC Schools" division, supported by a U.S. DOE Investing in Innovation (i3) grant, aims to address this problem, in part by promoting "user-centered design," an approach that puts the needs and preferences of products' intended users (in this case, teachers, students, and parents) front and center in the development and procurement of new technology.Bridging the Gap describes the design and implementation of three Innovate NYC Schools initiatives grounded in user-centered design theory:School Choice Design Challenge (SCDC),an effort to develop apps that would help students explore and narrow down their choices of high school.#SharkTankEDU events, during which ed-tech developers present a product to a panel of educators who provide feedback on the tool.Short-Cycle Evaluation Challenges (SCEC), a classroom-based, semester-long pilot of ed-tech tools intended to inform product development, as well as the ultimate procurement decisions of school staff.The report focuses on four phases of work involved in bringing ed-tech companies and the users of their products together: defining a problem; selecting users and ed-tech companies; implementing pilot-based initiatives; and evaluating products. It describes strategies used and challenges faced, and offers practical lessons gleaned from the experiences of the individuals who designed and participated in these efforts.
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