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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
Rich, Kathryn M.; Franklin, Diana; Strickland, Carla; Isaacs, Andy; Eatinger, Donna – Computer Science Education, 2022
Background and Context: We explored how learning trajectories (LTs) might be used to design variables instruction. Objective: We aimed to develop an LT for variables and use it to guide curriculum development for fourth graders working in Scratch in an integrated mathematics+CS curriculum. Method: We synthesized learning goals (LGs) and levels of…
Descriptors: Teaching Methods, Computer Science Education, Sequential Learning, Instructional Design
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
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Tran-Duong, Quoc Hoa – International Journal of Instruction, 2021
The programmed instruction helps each student gain knowledge with different time or sequences, depending on available knowledge, ability, and learning speed. With this method, students can perform self-evaluation and self-regulation in learning activities. This article presents the application of the programmed instruction method in designing the…
Descriptors: Courseware, Computer Software, Teaching Methods, Computer Assisted Instruction
Samosa, Resty C.; Barribal, Jemie; Cupan, Roschelle S.; Pagulayan, Jane R.; Tampipi, Jessalyn N. – Online Submission, 2021
This study assessed the effectiveness of an online-merge-offline Jamboard application as an innovation in teaching word problems to Grade 4 learners was evaluated in this study. The research evaluates a learner's level of mathematical word problem skills in terms of understanding, devising a plan, solving a problem, and interpreting, as well as…
Descriptors: Teaching Methods, Mathematics Instruction, Grade 4, Elementary School Students
Cohen, Anat; Ezra, Orit; Hershkovitz, Arnon; Tzayada, Odelia; Tabach, Michal; Levy, Ben; Segal, Avi; Gal, Kobi – Educational Technology Research and Development, 2021
Personalizing the use of educational mathematics applets to fit learners' characteristics poses a great challenge. The present study adopted a unique approach by comparing personalization processes implemented by a machine to those implemented by a human teacher. Given the different affordances--the machine's access to historical log file data,…
Descriptors: Mathematics Instruction, Comparative Analysis, Pedagogical Content Knowledge, Teaching Methods
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
Coleman, Mari Beth; Fowler, Kristen; Parater, Alexandra Lee; Riley, Marie Jackson; Park, Yujeong; Moore, Tara C. – Journal of Computer Assisted Learning, 2021
Technology-assisted instruction has potential for helping students improve their reading skills. In the current studies, "PowerPoint" software was used to supplement teacher-led reading instruction for elementary-aged students with disabilities who struggled with phoneme blending to read words. The effectiveness of the intervention was…
Descriptors: Educational Technology, Technology Uses in Education, Reading Skills, Reading Instruction
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Sonia Renee Alvarado – ProQuest LLC, 2022
The purpose of this design-based research study was to provide a holistic perspective on the pedagogical and contextual factors of interactive mobile technology on English learners and investigate the theoretical potential of audio-video software interventions for second language acquisition. Specifically, the study explored current virtual…
Descriptors: Electronic Learning, Handheld Devices, Holistic Approach, Interaction
Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Frischemeier, Daniel – Statistics Education Research Journal, 2020
Since many decisions in politics, economics, and social sciences are based on statistics, statistical literacy is a key component for an active citizen. Statistical skills and statistical reasoning can already be enhanced in primary school. Therefore, not only in Germany, statistics is an element of the primary-school curriculum, which usually…
Descriptors: Statistics, Elementary School Mathematics, Class Activities, Mathematics Skills