Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Author
Annetta, Leonard | 1 |
Chase, Catherine C. | 1 |
Cheng, Meng-Tzu | 1 |
Chin, Doris B. | 1 |
Collazo, Kimberly | 1 |
Dirin, Amir | 1 |
English, Lyn | 1 |
Foster, Aroutis N. | 1 |
Games, Ivan Alex | 1 |
Holmes, Shawn | 1 |
Jaakkola, Tomi | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Evaluative | 4 |
Reports - Research | 4 |
Speeches/Meeting Papers | 1 |
Education Level
Grade 5 | 8 |
Elementary Education | 7 |
Elementary Secondary Education | 4 |
Grade 4 | 4 |
Grade 6 | 4 |
Middle Schools | 3 |
Grade 8 | 2 |
Intermediate Grades | 2 |
Grade 7 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Tapola, Anna; Jaakkola, Tomi; Niemivirta, Markku – Journal of Experimental Education, 2014
This study investigated changes in elementary school students' (n = 140) situational interest as a function of achievement goal orientation profiles and task characteristics. The authors repeatedly measured situational interest during a simulated science learning task in 2 task conditions that differed in the concreteness of the task elements. The…
Descriptors: Elementary School Students, Goal Orientation, Computer Simulation, Science Instruction
English, Lyn; Watson, Jane – Mathematics Education Research Group of Australasia, 2014
Students explored variation and expectation in a probability activity at the end of the first year of a 3-year longitudinal study across grades 4-6. The activity involved experiments in tossing coins both manually and with simulation using the graphing software, "TinkerPlots." Initial responses indicated that the students were aware of…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Grade 4
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Park, Seong Ik; Lee, Gyumin; Kim, Meekyoung – Computers & Education, 2009
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge…
Descriptors: Comprehension, Prior Learning, Educational Technology, Grade 5
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
Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes
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