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Anne J. Maheux; Shedrick L. Garrett; Kara A. Fox; Nathan H. Field; Kaitlyn Burnell; Eva H. Telzer; Mitchell J. Prinstein – Child Development Perspectives, 2025
Social gaming--online gameplay involving digital interactions with others--is a common form of social media use among adolescents. Research on this topic has neglected the social aspect of gaming and the potential role of social gaming in adolescent development. In this article, we define social gaming, drawing on interdisciplinary theories to…
Descriptors: Adolescents, Games, Social Media, Play
Eva Schmidthaler; Corinna Hörmann; Marina Rottenhofer; Barbara Sabitzer; Zsolt Lavicza – Journal of Research in Innovative Teaching & Learning, 2025
Purpose: This research paper aims to provide information about certified learning apps for biological education and gave an ordered list of all learning apps currently used by Austrian biology teachers in the classroom, which should serve as an overview for all biology teachers. In addition, the (currently little known) certification process of…
Descriptors: Science Education, Biology, Computer Oriented Programs, Technology Integration
Harriet R. Tenenbaum; Jo Van Herwegen – International Journal of Early Years Education, 2024
Many technological applications (apps) purport to help children learn academic material. Building on research in developmental and educational psychology, we developed and tested an app to teach biological and physical science content to preschool children. There were 21 children in the control condition (M[subscript age] = 50.30 months, SD =…
Descriptors: Preschool Children, Elementary School Science, Science Education, Science Instruction
Marcroft, Tina A.; Rasmussen, Chris; Kelley, Scott T. – Journal of College Science Teaching, 2022
The field of biology education--and other science, technology, engineering, and mathematics (STEM) disciplines more broadly--has witnessed two major shifts in the past decade: (i) the increased awareness of research-based instructional strategies (RBIS) that are beneficial for student learning, and (ii) a recognition of the importance of computing…
Descriptors: STEM Education, Biology, Evidence Based Practice, Computer Oriented Programs
Shem D. Unger; Mark Rollins – Bioscene: Journal of College Biology Teaching, 2023
When teaching undergraduate biology courses, developing engaging activities which allow students to learn using a hands-on pedagogy can provide impactful learning moments for students. This activity helps students make connections between lecture content on environmental issues, e.g., the use of microplastics (MPs) and their own day-to-day…
Descriptors: Undergraduate Students, Biology, Majors (Students), College Science
Žan Rode; Gregor Torkar – International Journal of Educational Methodology, 2023
The iNaturalist application has been gaining traction in both biodiversity research and education. Increasingly more research is being carried out, looking into using the iNaturalist application in biology education, to promote biodiversity and educate students about this topic. We used the PRISMA systematic literature review method to examine…
Descriptors: Computer Oriented Programs, Computer Software, Handheld Devices, Educational Technology
Jason L. Kester; Leslie Ann Bross – Journal of Special Education Technology, 2024
The purpose of this study was to examine the effects of a technology-based self-monitoring application, I-Connect, to enhance the on-task behavior of five secondary students (ages 15-16) with autism spectrum disorder, intellectual disability, and specific learning disability during Biology instruction in a rural special education classroom. We…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Intellectual Disability, Learning Disabilities
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Natale, Caio Cotta; Mello, Paula Seixas; Trivelato, Silvia Luzia Frateschi; Marzin-Janvier, Patricia; Manzoni-de-Almeida, Daniel – Higher Learning Research Communications, 2021
Objectives: To describe the implementation of a hybrid and an online active-learning-based science activity originally designed for face-to-face instruction. The goal was to verify if students used appropriate science practices while engaged in a problem solution through hybrid and fully online modalities. Epistemic practices are important markers…
Descriptors: Scientific Literacy, Science Education, Online Courses, Blended Learning