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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Sergio Tirado-Olivares; Rocio Minguez-Pardo; Javier del Olmo-Munoz; Jose A. Gonzalez-Calero – IEEE Transactions on Learning Technologies, 2025
Decimal misconceptions are a persistent challenge in mathematics education, often hindering students' long-term understanding. This study examines how learning analytics (LA) can be effectively integrated into instructional sequences to address these misconceptions, providing teachers with real-time insights for formative assessment. Despite the…
Descriptors: Learning Analytics, Elementary School Students, Elementary School Mathematics, Mathematics Education
Hsu, Ting-Chia; Chang, Ching; Liang, Yi-Sian – IEEE Transactions on Learning Technologies, 2023
The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Elementary School Students, Grade 3, Interdisciplinary Approach, Computation
Evripidou, Salomi; Amanatiadis, Angelos; Christodoulou, Klitos; Chatzichristofis, Savvas A. – IEEE Transactions on Learning Technologies, 2021
Today, in the era of robotics, different types of educational robots have been used extensively in school classrooms to facilitate teaching activities related to a variety of computer science concepts. Numerous studies have been performed that attempt to examine the effects of using tangible interfaces to enhance collaborative learning…
Descriptors: Thinking Skills, Mathematics, Computation, Sequential Approach
Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
Zapata-Caceres, Maria; Martin-Barroso, Estefania; Roman-Gonzalez, Marcos – IEEE Transactions on Learning Technologies, 2021
Computational thinking (CT) can be considered a 21st century core skill and, accordingly, it should be taught to students at an early age. Nevertheless, the implementation of CT in school curricula is still in an experimental stage, given that different performance metrics remain unclear, including the appropriate age for learning each skill, the…
Descriptors: Thinking Skills, Problem Solving, Computation, Elementary School Students
Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
Molenaar, Inge; Knoop-van Campen, Carolien A. N. – IEEE Transactions on Learning Technologies, 2019
This study investigates how teachers use dashboards in primary school classrooms. While learners practice on a tablet real-time data indicating learner progress and performance is displayed on teacher dashboards. This study examines how teachers use the dashboards, applying Verberts' learning analytics process model. Teacher dashboard…
Descriptors: Educational Technology, Information Management, Learning Analytics, Electronic Learning
Hwang, Wu-Yuin; Utami, Ika Qutsiati; Purba, Siska Wati Dewi; Chen, Holly S. L. – IEEE Transactions on Learning Technologies, 2020
This paper aimed to investigate the effect of a mobile app on mathematics learning in authentic contexts. Authentic contexts contain rich resources wherein students can use authentic objects as aid in advanced educational technology-assisted mathematics learning. We designed Ubiquitous-Fraction (U-Fraction), a mobile application that helps…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Web Based Instruction
Wen, Yun – IEEE Transactions on Learning Technologies, 2020
This paper presents an augmented reality-based Chinese character composition game (ARC) that employs augmented papers to engage lower primary school students in collaborative Chinese character learning. A design research approach was used to gain a holistic view of designing, enacting, and evaluating the ARC. The participants included four…
Descriptors: Computer Simulation, Chinese, Ideography, Elementary School Students
Hershcovits, Haviv; Vilenchik, Dan; Gal, Kobi – IEEE Transactions on Learning Technologies, 2020
This paper studies students engagement in e-learning environments in which students work independently and solve problems without external supervision. We propose a new method to infer engagement patterns of users in such self-directed environments. We view engagement as a continuous process in time, measured along chosen axes that are derived…
Descriptors: Electronic Learning, Problem Solving, Independent Study, Factor Analysis
Kinnebrew, John S.; Segedy, James R.; Biswas, Gautam – IEEE Transactions on Learning Technologies, 2017
Research in computer-based learning environments has long recognized the vital role of adaptivity in promoting effective, individualized learning among students. Adaptive scaffolding capabilities are particularly important in open-ended learning environments, which provide students with opportunities for solving authentic and complex problems, and…
Descriptors: Computer Assisted Instruction, Problem Solving, Learning, Student Behavior
Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Liu, Yi-Fan; Zhang, Yun-Yuan; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2019
Geometry students have few opportunities to apply geometric concepts and solve geometry problems in authentic contexts. We developed a Ubiquitous Geometry (UG) system to teach geometry to elementary students by using it to measure common objects in authentic contexts. The instant study investigates the effects of UG on student geometry estimation…
Descriptors: Geometry, Geometric Concepts, Comparative Analysis, Problem Solving
Hung, Jui-Long; Shelton, Brett E.; Yang, Juan; Du, Xu – IEEE Transactions on Learning Technologies, 2019
Performance prediction is a leading topic in learning analytics research due to its potential to impact all tiers of education. This study proposes a novel predictive modeling method to address the research gaps in existing performance prediction research. The gaps addressed include: the lack of existing research focus on performance prediction…
Descriptors: Prediction, Models, At Risk Students, Identification
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
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