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Showing all 13 results Save | Export
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Fatma Agacdiken; Rezan Yilmaz – International Journal for Technology in Mathematics Education, 2023
This research aims to investigate the construction of the area of rectangle with GeoGebra and how students can formulate it. It focuses on describing the cognitive process involved in constructing this concept and how technology mediates such a process. The research was conducted in a classroom with 5th grade students in a secondary school and was…
Descriptors: Concept Formation, Computer Software, Technology Uses in Education, Mathematical Concepts
Laolagi, Laura – ProQuest LLC, 2022
Storytelling is universal and is popular in many cultures where it is a medium people use to preserve their beliefs, social values, wisdom, and cultural experiences as well as transfer them from one generation to another. In American Samoa, over 90% of students are classified as English Language Learners (ELLs) and literacy rates are very low,…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Writing Improvement
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Baytak, Ahmet; Land, Susan M. – Educational Technology Research and Development, 2011
This study employed a case study design (Yin, "Case study research, design and methods," 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of "constructionism." Ten fifth graders designed computer games using "Scratch"…
Descriptors: Computer Software, Programming, Learning Processes, Grade 5
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Baytak, Ahmet; Land, Susan M.; Smith, Brian K. – Turkish Online Journal of Educational Technology - TOJET, 2011
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Descriptors: Nutrition, Interaction, Programming, Grade 5
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Shanahan, Lynn – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2012
The purpose of this interpretive case study was to explore--through a close analysis of one class project--students' use of audio signs and the teacher's scaffolding of the use of audio signs. Two research questions guided this study: (a) In what ways did the fifth-grade students use audio signs, specifically transitions sounds, when constructing…
Descriptors: Elementary School Students, Grade 5, Student Centered Curriculum, Scaffolding (Teaching Technique)
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Hao, Chen Fang – Australasian Journal of Educational Technology, 2010
"Paper Scribbles" (PS) consisting of markers, vanguard sheets and 3M "Post-It" notes, is a pedagogical tool to harness collective intelligence of groups for collaborative learning in the classroom. Borrowing the key features of PS and yet avoiding some of their physical limitations, a computer-based tool called "Group…
Descriptors: Cooperative Learning, Comparative Analysis, Grade 5, Learning Processes
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Ranker, Jason – Written Communication, 2008
This is a qualitative case study of two students' composing processes as they developed a documentary video about the Dominican Republic in an urban, public middle school classroom. While using a digital video editing program, the students moved across multiple media (the Web, digital video, books, and writing), drawing semiotic resources from…
Descriptors: Multimedia Materials, Editing, Foreign Countries, Grade 5
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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Stover, Dana L.; Pendegraft, Norman – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2005
The first part of this article describes the use of Computer-aided note taking (CAN) for a fifth-grade student with a profound hearing loss who has been mainstreamed in her local grade school since first grade. As such, this is a case study of how technology can directly and dramatically impact the educational experience of a student with a…
Descriptors: Computer Assisted Instruction, Assistive Technology, Hearing Impairments, Grade 5
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Naidoo, N.; Naidoo, R. – Journal of College Teaching & Learning, 2007
Primary school learners' first encounters with mathematics in a traditional learning environment often create lifelong "math phobia."(Papert 1980) The situation in a country emerging from an oppressive education system designed to educationally disempower the majority of the population is much worse. The typical scenario in a previously…
Descriptors: Foreign Countries, Elementary School Students, Conventional Instruction, Mathematics Instruction
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education
Novotna, Jarmila, Ed.; Moraova, Hana, Ed.; Kratka, Magdalena, Ed.; Stehlikova, Nad'a, Ed. – International Group for the Psychology of Mathematics Education, 2006
This document contains the second volume of the proceedings of the 30th Annual Conference of the International Group for the Psychology of Mathematics Education. Conference presentations are centered around the theme "Mathematics at the Centre." This volume features 60 research reports by presenters with last names beginning between Abr…
Descriptors: Program Effectiveness, Foreign Countries, Middle Schools, Textbooks