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Stefano Scippo; Serena Madiai; Stefano Cuomo – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study aims to assess the effectiveness of a tessellation-based instructional program supported by digital technologies for enhancing geometric learning in primary school pupils. Background: Digital education offers various benefits, including increased motivation and engagement, and has been shown to be effective in teaching…
Descriptors: Mathematics Instruction, Geometry, Computer Assisted Instruction, Elementary School Students
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Sheunghyun Yeo; Corey Webel – Mathematical Thinking and Learning: An International Journal, 2024
In this study, we examine students' mathematical reasoning within a technological environment designed to support understanding of relationships between quantities with adjustable measuring units. In particular, we provide a cross-sectional snapshot of how 30 elementary students (Grades 3-5) engaged in a series of fraction-as-measurement tasks…
Descriptors: Elementary School Students, Mathematical Logic, Grade 3, Grade 4
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Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
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Lisnani; Afiliana Likurnia Stevani; Benidiktus Tanujaya; Sri Adi Widodo – Mathematics Teaching Research Journal, 2025
The development of Android-based mathematics learning media aligns with the advancements of Industrial Era 5.0. This study aims to develop an Android-based mathematics learning media on geometry that is contextually relevant to tourist destinations. The methodology employed was the ADDIE approach, comprising five phases: analysis, design,…
Descriptors: Geometry, Tourism, Mathematics Instruction, Grade 4
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Eva-Lena Bjursten; Tor Nilsson; Gunnar Jonsson – International Journal of Technology and Design Education, 2024
There is a recognized need to understand the current state of programming implementation in the Swedish compulsory school system. This study focused specifically on the implementation of programming in the school subject of technology for grades 4-6. In Sweden, the responsibility for choosing teaching and learning material lies with individual…
Descriptors: Foreign Countries, Grade 4, Grade 5, Grade 6
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Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
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Alper Kaskaya; Seyma Nur Ates – Journal of Pedagogical Research, 2025
This study aimed to investigate the effects of artificial intelligence (AI)-supported visualization applications on students' writing disposition during the creative writing process. An explanatory sequential design, a type of mixed methods approach, was adopted. In the quantitative phase, a quasiexperimental design with a pretest-posttest control…
Descriptors: Creative Writing, Writing Processes, Elementary School Students, Comparative Analysis
Gerald Tindal; Joseph F. T. Nese – Behavioral Research and Teaching, 2024
We present two types of validity evidence to support inferences and decisions about use of easyCBMs in relation to state testing programs. The first type involves the use of Benchmarks in reading to use in making predictions of performance on the Smarter Balanced (SB) test. These predictions can be made both well in advance (several months) or…
Descriptors: Classification, Accuracy, Validity, Criteria
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Casper J. D. Jensen; Teresa Cadierno – Language Learning Journal, 2024
The number of learners seeking to acquire an L2 by means of apps is ever-increasing. This study examined the effectiveness of using the app "Mondly" for the acquisition of L2 English vocabulary while accounting for differences in the acquisition of receptive and productive aspects of word knowledge. Twelve Danish young learners (aged…
Descriptors: Receptive Language, Expressive Language, Correlation, Computer Assisted Instruction
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Shirin Hashim – ProQuest LLC, 2024
This dissertation consists of three papers. In each paper, I leverage a different quantitative method to study a downstream effect of technology on educational outcomes. In the first paper, I study the impact of an online math learning program on 3rd through 5th grade math achievement in Louisiana. Employing Zearn Math usage metrics and…
Descriptors: Technology Uses in Education, Influence of Technology, Electronic Learning, Elementary School Mathematics
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Anisa Cheung – Language Teaching Research, 2024
The benefits of using digital storytelling are well documented in the literature. Whether and how these advantages can be extended to digital story-writing, especially for young learners, remains underexplored. Recent advancement in technology has the potential of streamlining the stages of planning and revising in a process approach to second…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Story Telling