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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
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Ilknur Bilgi Kurt; Osman Soner – Malaysian Online Journal of Educational Technology, 2025
Video magazines can make students' learning experience more effective by adding a different dimension to the learning process. This learning experience can create changes in students' attitudes and behaviors. This study aimed to investigate the impact of video magazines in the experimental group. It printed magazines in the control group on middle…
Descriptors: Periodicals, Video Technology, Student Attitudes, Information Technology
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Ladislao Salmerón; Lidia Altamura; Mari Carmen Blanco-Gandía; Amelia Mañá; Sandra Montagud; Mario Romero; Cristina Vargas; Laura Gil – Journal of Research in Reading, 2025
Background: The idea that screens 'stole children's focus' and that reading books, in contrast, stimulates selective attention is theoretically complex and has largely been ignored in empirical tests. Research has identified positive associations between reading habits and various dimensions of attention in children, but most research is…
Descriptors: Reading Processes, Longitudinal Studies, Reading Habits, Grade 5
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Erif Ahdhianto; Yohannes K. Barus; M. Anas Thohir – Journal of Pedagogical Research, 2025
This study examines the role of Augmented Reality (AR) in enhancing cultural understanding through experiential learning. Using Partial Least Squares Structural Equation Modeling (PLS-SEM) with Smart PLS 4.0, we analyzed how different AR-based experiences--Simulation, Experiment 1, and Experiment 2--affect cultural diversity comprehension. Data…
Descriptors: Experiential Learning, Elementary Education, Cultural Education, Physical Environment
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Rieke Alyusfitri; Nurhizrah Gistituati; Yerizon; Ahmad Fauzan; Yarman – International Electronic Journal of Elementary Education, 2024
An interactive multimedia-based e-module is an enhanced version of conventional modules incorporating information technology. It integrates navigation buttons and user instructions, enabling independent use by those at any location and time. This phenomenon facilitates the optimal implementation of learning in the digital literacy era. This study…
Descriptors: Outcomes of Education, Student Reaction, Multimedia Instruction, Electronic Learning
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Kimberly E. Beck; Jessica F. Shumway; Patrick Ocran; Jody Clarke-Midura; Mimi Recker – International Journal of Education in Mathematics, Science and Technology, 2025
Expansive Framing (EF) is a theory and an instructional technique to facilitate connections between content and contexts. We employed EF as an approach to create a series of integrated mathematics and computer science (CS) lessons, using digital technology as a tool to leverage shared mathematical and computational ideas. We used deductive…
Descriptors: Mathematics Instruction, Computer Science Education, Grade 5, Elementary School Teachers
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Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
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Mevlüt Ünal – International Journal of Technology in Education and Science, 2024
Living in a world rich in digital images requires students and educators to have more visual literacy skills. The aim of this study is to examine the attitudes and visual literacy of secondary school students towards digital images on a relational basis. 188 secondary school students from two private schools in Türkiye participated in the study…
Descriptors: Secondary School Students, Private Schools, Foreign Countries, Visual Literacy
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Rochelle Yi Hsuan Yang – Educational Research and Development Journal, 2024
The integration of augmented reality (AR) into children's literature has transformed traditional reading experiences, creating immersive and interactive environments that engage young readers. This study examines the creative methods of comic language within AR children's books, positing that the combination of humor and visual storytelling can…
Descriptors: Humor, Creativity, Language Usage, Books
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Ece Avinç; Fatih Dogan – Education and Information Technologies, 2024
The study aimed to develop a Likert-type measurement tool (Digital Literacy Scale, DLS) to determine the digital literacy levels of secondary school students. The validity and reliability of the developed measurement tool were verified using the Rasch model. The Rasch Model can estimate missing data and allow for small study groups (Rasch, Rasch,…
Descriptors: Digital Literacy, Secondary School Students, Validity, Reliability
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Juho Kahila; Henriikka Vartiainen; Matti Tedre; Eetu Arkko; Anssi Lin; Nicolas Pope; Ilkka Jormanainen; Teemu Valtonen – Informatics in Education, 2024
The integration of artificial intelligence (AI) topics into K-12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and…
Descriptors: Personal Autonomy, Data, Children, Creativity
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Hannah Soong; Sue Nichols; Karen Dooley; Michelle M. Neumann – Journal of Children and Media, 2025
Children's social lives are mediated increasingly by digital tools, thereby making new modes of home-school-world relationships possible. In this context, children's digital out-of-school social practices continue to be associated with risk. Children are construed as an "at risk" and vulnerable population by adults who frame children's…
Descriptors: Foreign Countries, Social Life, At Risk Persons, Influence of Technology