The Effects of Tablet Use on Student Learning Achievements, Participation, and Motivation at Different Levels

The Effects of Tablet Use on Student Learning Achievements, Participation, and Motivation at Different Levels

Xixi Liu
Copyright: © 2022 |Volume: 1 |Issue: 1 |Pages: 17
ISSN: 2771-5612|EISSN: 2771-5620|EISBN13: 9781668457931|DOI: 10.4018/IJTEE.304819
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MLA

Liu, Xixi. "The Effects of Tablet Use on Student Learning Achievements, Participation, and Motivation at Different Levels." IJTEE vol.1, no.1 2022: pp.1-17. http://doi.org/10.4018/IJTEE.304819

APA

Liu, X. (2022). The Effects of Tablet Use on Student Learning Achievements, Participation, and Motivation at Different Levels. International Journal of Technology-Enhanced Education (IJTEE), 1(1), 1-17. http://doi.org/10.4018/IJTEE.304819

Chicago

Liu, Xixi. "The Effects of Tablet Use on Student Learning Achievements, Participation, and Motivation at Different Levels," International Journal of Technology-Enhanced Education (IJTEE) 1, no.1: 1-17. http://doi.org/10.4018/IJTEE.304819

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Abstract

The incorporation of tablets into education has become widespread in recent years. Their use enables learners to gain access to a plethora of learning resources. Nevertheless, reasonably little has been done to systematically review the effects of tablet-assisted learning on student learning achievements, participation, and motivation. In this study, both the positive and negative effects of tablet-assisted learning were explored. In addition, the motivational elements of tablet-assisted learning were discussed, coupled with an analysis of its effects on motivation and gender differences in tablet use. The roles of tablet use in learner participation and ways to enhance learner participation were also studied. Additionally, we discussed the impacts of tablet-assisted learning at different grade levels and provided constructive suggestions for technologists and educators. Further research should carry out empirical investigations with large samples or by combining tablets with gamification to identify more factors affecting tablet use and address the existing problems.