Browse Items (1981 total)

The study aimed to probe the effect of solving mathematical problems through using Mobile Learning (ML) on the seventh grade students' ability to solve them in Jordan. The study sample consisted of fifty-four (54) students of seventh basic grade in…

The study investigated the relationship between the overall scientific performance of the pre-test and post-test and the impact of the application of "Microb" on scientific performance. The theme is "microorganisms and their effects". The sample…

This study aims to investigate the effect of using an educational computer game on the improvement of learning English language vocabulary in the city of Irbid. To achieve this aim was programmed a computer game to teach third graders English…

This experimental study investigates the effect of using web-cam chat on the FL Learners' socio-cultural competence by answering the following question: What is the effect ofusing web-Cam chat onthe socio-cultural on competence of tenth grade…

The growing demand for combining digital technology with learning practices has surpassed the use of technology or learning how to use it into the process of enhancing learners’ intellectual levels and scaffolding their understanding by focusing on…

The researchers implemented the quasi-experimental method of research. This research was conducted at SMAN 1 Ngemplak, Indonesia. The research was conducted from March to April 2020. In this study, the samples consisted of 70 students divided into…

The globe is grappling with the COVID-19 pandemic, which has enslaved the economy, including the educational sector. This epidemic has caused recent changes and disruptions in all aspects of life, this pandemic has compelled educational systems all…

The rapid advancement of technology has created a vibrant digital museum services and solutions industry. There is a drive for museums to overcome interaction and engagement issues, therefore providing a favorable atmosphere for a digital heritage…

This paper presents methodology for user identification on smartphone and mini-tablet using finger based gestures. In this paper, a set of four features, namely Signature Precision (SP), Finger Pressure (FP), Movement Time (MT), and Speed were…

The purpose of this study was to (1) assess the impact of using Dynamic Geometry Software (DGS) on students’ mathematical abilities, (2) determine the differences in effectiveness based on study characteristics in order to help educators decide under…
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