Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Computers & Education | 1 |
Journal of Educational… | 1 |
Learning, Media and Technology | 1 |
Online Submission | 1 |
ZDM: The International… | 1 |
Author
Abrami, Philip C. | 1 |
Aslan, Ofra | 1 |
Broza, Orit | 1 |
Chen, Hsin-Yuan | 1 |
Deault, Louise | 1 |
Foster, Aroutis N. | 1 |
Games, Ivan Alex | 1 |
Kolikant, Yifat Ben-David | 1 |
Meyer, Elizabeth | 1 |
Wade, C. Anne | 1 |
Publication Type
Journal Articles | 4 |
Reports - Evaluative | 2 |
Reports - Research | 2 |
Dissertations/Theses -… | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 5 | 5 |
Elementary Education | 4 |
Grade 6 | 4 |
Elementary Secondary Education | 3 |
Grade 4 | 3 |
Middle Schools | 3 |
Grade 7 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Broza, Orit; Kolikant, Yifat Ben-David – ZDM: The International Journal on Mathematics Education, 2015
The study set out to discover what characterizes the meaningful learning of mathematics among low-achieving students (LAS) and to highlight the challenges their characteristics pose for scaffolding, in particular for its adaptive core: contingent teaching. The setting was an extracurricular program for teaching meaningful mathematics to LAS…
Descriptors: Elementary School Mathematics, Grade 5, Mathematics Instruction, Mathematics Achievement
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
Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
Chen, Hsin-Yuan – Online Submission, 2009
According to government reports, new Internet technologies present readers with new reading opportunities and challenges (National Institute of Child Health and Human Development, 2000; RAND Reading Study Group [RRSG], 2002). However, we are just beginning to understand the specific complexities that Internet text imposes on the reading…
Descriptors: Middle School Students, Reading Comprehension, Cues, Protocol Analysis
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