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Showing 1 to 15 of 37 results Save | Export
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Catarina L. Araújo; António J. Osório; Ana Paula L. Martins – Educational Media International, 2024
Students' perceptions can influence their performance in writing. In the Portuguese context, the number of studies on this subject is still small and has not provided a clear overview of typical perceptions, for example, of students by year of schooling. Even more significant is the gap in international and national research on the relationships…
Descriptors: Foreign Countries, Student Attitudes, Writing (Composition), Educational Technology
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Genç, Galip; Öksüz, Cumali – Journal of Educational Technology and Online Learning, 2023
This study aimed to reveal the effect of teaching the 4th grade circumference measurement subject with the dynamic geometry software "GeoGebra" on achievement and motivation. In the research, the pre-test -- post-test control group design, which is one of the quasi-test designs, was used. In the Mathematics lessons conducted with the…
Descriptors: Grade 4, Measurement, Geometry, Computer Software
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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Dönmez-Usta, Necla; Ültay, Neslihan – Journal of Science Learning, 2022
Animation is used to increase the interest and engagement of students in the learning environment. Animation is exciting and fun, and using animation, abstract concepts are easy to present, display, and convey to students. Augmented reality, like animation, can help make it easier to understand abstract concepts. In many areas, augmented reality…
Descriptors: Computer Simulation, Animation, STEM Education, Grade 4
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Rutherford, Teomara; Duck, Kerry; Rosenberg, Joshua M.; Patt, Raymond – Journal of Research on Technology in Education, 2022
School closures during the COVID-19 pandemic presented a threat to student learning and motivation. Suspension of achievement testing created a barrier to understanding the extent of this threat. Leveraging data from a mathematics learning software as a substitute assessment, we found that students had lower engagement with the software during the…
Descriptors: COVID-19, Pandemics, Student Motivation, Mathematics Instruction
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Liu, Ruixue; Wang, Lei; Koszalka, Tiffany A.; Wan, Kun – Journal of Computer Assisted Learning, 2022
Background: Immersive virtual reality (IVR) applications that support student learning have gained increasing interest. However, empirical studies exploring the educational potential of using IVR in primary school science classrooms are lacking. Objectives: This study developed a series of IVR science lessons for primary school students and…
Descriptors: Computer Simulation, Educational Technology, Elementary School Science, Science Instruction
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Li, Shan; Zheng, Juan; Chiang, Feng-Kuang – Technology, Pedagogy and Education, 2022
The electronic schoolbag (eSchoolbag) is an enhanced one-to-one computing environment compatible with various digital devices. The eSchoolbag provides instructors with an intelligent teaching management system. It also offers students a highly interactive learning environment. However, findings of students' performance in the eSchoolbag…
Descriptors: Educational Technology, Technology Uses in Education, Student Attitudes, Student Motivation
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Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
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Mehmet Asikcan – International Journal of Contemporary Educational Research, 2023
The purpose of this study was to improve the vocabulary of fourth-grade primary school students through action plans based on digital tools. The study was conducted within the framework of participatory action research design, one of the qualitative research approaches. The participants were 32 fourth-grade students from a public elementary school…
Descriptors: Educational Technology, Vocabulary Development, Grade 4, Elementary School Students
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Beirnes, Sean – International Journal of Music Education, 2022
The purpose of this qualitative case study was to examine the effect of learner-centered pedagogy on student engagement in a virtual elementary instrumental music program. Eleven fourth- and fifth-grade students from an elementary school in the Southeastern United States worked remotely toward creating a virtual performance over 28 weeks. All…
Descriptors: Music Education, Student Centered Learning, Distance Education, Grade 4
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Eppard, Jenny; Williams, Cara; Hojeij, Zeina; Johnson, Jason D. – International Journal of Education in Mathematics, Science and Technology, 2022
This study examined the impact of iPad integration on student motivation, engagement, and learning skills in a mathematics program. Subjects included 143 students aged 8 to 14 years old and 63 parents in an Indian-based school in Dubai where the national curriculum required the use of tablets be integrated into school subjects starting at grade…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Integration
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Ball, Annahita; Skrzypek, Candra – Children & Schools, 2019
This pilot study explored a technology-based intervention aimed at increasing student and family engagement in school, using a quasi-experimental pretest-posttest design. All fourth- and fifth-grade students participated in a classroom-based one-to-one program; some students also received take-home tablets and broadband access. Student surveys…
Descriptors: Learner Engagement, Family School Relationship, Grade 4, Grade 5
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Cervera, Núria; Diago, Pascual D.; Orcos, Lara; Yáñez, Dionisio F. – Education Sciences, 2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few…
Descriptors: Thinking Skills, Mentors, Robotics, Educational Technology
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Yen, Emily Lau Yen; Mohamad, Maslawati – Journal of Education and e-Learning Research, 2021
Spelling mastery is an important prerequisite of proficiency in the English language. The conventional language teaching strategy needs to be revolutionized for the 21st century by utilizing Information and Communication Technology (ICT) to enable English as a Second Language (ESL) students to master spelling. As such, online teaching and learning…
Descriptors: Spelling Instruction, Instructional Effectiveness, English (Second Language), Second Language Learning
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
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