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Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
Carmen King Binford – ProQuest LLC, 2024
School districts are employing instructional technology coaches more frequently to support teachers in adopting technology in their classroom instruction. However, many school districts still face challenges with technology adoption, raising concerns about the influence of instructional technology coaches on technology adoption. This case study…
Descriptors: Technology Integration, Grade 3, Grade 4, Grade 5
Andrew Lehman – ProQuest LLC, 2024
Geometry is a strand of mathematics that can benefit individuals in many areas of life. Test results, such as the TIMSS results, indicate that geometry is an area for growth among American students. With a need for students to better understand geometry, several academic standards have been created to direct geometry instruction in the United…
Descriptors: Mathematics Achievement, Elementary School Mathematics, Elementary School Students, Elementary School Teachers
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
Nichol A. Hare – ProQuest LLC, 2024
The importance of access to quality physical education (PE) among children is well-documented. The onset of the COVID-19 pandemic, however, resulted in significant shifts in PE curriculum delivery alongside a rapid uptake by PE teachers of new technologies. Although some research about integrating technology into teaching does exist, there is very…
Descriptors: Physical Education, COVID-19, Pandemics, Elementary School Teachers
Le Viet Minh Triet; Nguyen Phu Loc; Nhu Nguyen Thanh Ngan – Mathematics Teaching Research Journal, 2024
This study examines the impact of integrating GeoGebra software with the 5E instructional model on fifth-grade students' understanding of the formula for the area of a trapezium. This quasi-experimental research involved 90 fifth-grade students in southern Vietnam, divided into experimental and control groups. The experimental group received…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Elementary School Teachers
Tiina Korhonen; Noora Laakso; Aino Seitamaa; Visajaani Salonen; Netta Tiippana; Jari Lavonen; Kai Hakkarainen – Cogent Education, 2024
Digital fluency is a central 21st-century competence. Schools are responsible for ensuring that all students cultivate sophisticated sociodigital competences and mindsets needed for studying and collaborating through and around technology and overcoming digital challenges encountered. Although some schools have successfully integrated digital…
Descriptors: Technological Literacy, Student Attitudes, COVID-19, Pandemics
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods