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Pombo, Lúcia; Marques, Margarida M. – International Association for Development of the Information Society, 2019
Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems
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Mayes, Robert; Koballa, Thomas R., Jr. – Science and Children, 2012
The vision for science education set forth in "A Framework for K-12 Science Education" (NRC 2012) makes it clear that for today's students to become the scientifically literate citizens of tomorrow, their educational experiences must help them become mathematically proficient. "The focus here is on important practices, such as modeling, developing…
Descriptors: State Standards, Computers, Science Education, Scientific Literacy
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Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups
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Bennett, Randy Elliot; Persky, Hilary; Weiss, Andy; Jenkins, Frank – Journal of Technology, Learning, and Assessment, 2010
This paper describes a study intended to demonstrate how an emerging skill, problem solving with technology, might be measured in the National Assessment of Educational Progress (NAEP). Two computer-delivered assessment scenarios were designed, one on solving science-related problems through electronic information search and the other on solving…
Descriptors: National Competency Tests, Problem Solving, Technology Uses in Education, Computer Assisted Testing
Gobert, Janice D.; Koedinger, Kenneth R. – Society for Research on Educational Effectiveness, 2011
The National frameworks for science emphasize inquiry skills (NRC, 1996), however, in typical classroom practice, science learning often focuses on rote learning in part because science process skills are difficult to assess (Fadel, Honey, & Pasnick, 2007) and rote knowledge is prioritized on high-stakes tests. Short answer assessments of…
Descriptors: Performance Based Assessment, Predictive Validity, High Stakes Tests, Rote Learning
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5