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Showing 1 to 15 of 17 results Save | Export
Sahar Vali – ProQuest LLC, 2024
This qualitative practice-based study explores the efficacy of reformed-based science teaching approaches in fostering meaningful student engagement within elementary science classrooms, framed within the science-as-practice paradigm. Utilizing three theoretical frameworks, the Next Generation Science Standards (NGSS) and Ambitious Science…
Descriptors: Teaching Methods, Learning Processes, Science Education, Educational Change
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Melissa Lee; Chun-Wei Huang; Kelly Collins; Mingyu Feng – Grantee Submission, 2025
Math anxiety has been found to negatively correlate with math achievement, affecting students' choices to take fewer math classes and avoid math educational opportunities. Educational technology tools can ameliorate some of the negative effects of math anxiety. We examined students' math anxiety, effort in an educational technology platform, and…
Descriptors: Correlation, Mathematics Anxiety, Mathematics Achievement, Outcomes of Education
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Joseph Wong; Edward Chen; Natalie Au-Yeung; Bella Lerner; Lindsey Richland – Grantee Submission, 2022
Historically, learning for young students has occurred in formal, in-person classroom environments, but the distance learning context has opened a myriad of learning modalities. To this end, we aim to better understand how deploying learning experience design (LXD) approach supports or hinders children's engagement while participating in an…
Descriptors: Learning Processes, Attention Control, Learning Experience, Learner Engagement
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Chen-Chung Liu; Wan-Jun Chen; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Journal of Educational Computing Research, 2024
Reading requires appropriate strategies to spark initial interest and sustain engagement. One promising strategy is the pedagogical approach of learning-by-teaching, transforming learners into active participants. Integrating this approach into digitalized and individualized reading contexts has the potential to foster the development of young…
Descriptors: Reading Interests, Active Learning, Intelligent Tutoring Systems, Artificial Intelligence
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Chen, Ouhao; Retnowati, Endah; Kalyuga, Slava – British Journal of Educational Psychology, 2020
Background: The worked example effect in cognitive load theory suggests that providing worked examples first followed by solving similar problems would facilitate students' learning. Using problem solving-worked example sequence is another way of implementing example-based instruction. Although research has demonstrated the superiority of worked…
Descriptors: Problem Solving, Cognitive Ability, Learning Processes, Teaching Methods
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Peskar, Lisa; Bachelor, Jeremy W. – Online Submission, 2022
Individual differences (IDs) play an important role in the second language learning process and explain the varied experiences of the L2 learner. The two major IDs, language aptitude and motivation, can be primary factors in one's ultimate proficiency. While language aptitude is largely fixed, motivation is malleable and can aid in overcoming…
Descriptors: FLES, Likert Scales, Learning Motivation, Second Language Learning
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Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
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Wang, Tzu-Ling; Tseng, Yi-Kuan – Journal of Computer Assisted Learning, 2020
The purpose of this study was to investigate not only the effectiveness of dynamic versus static visualizations on learning star motions but also the influence of students' spatial abilities with these two types of visualizations on their learning. We assigned 155 fifth-grade students to either a dynamic or a static condition. We used a science…
Descriptors: Teaching Methods, Computer Assisted Instruction, Spatial Ability, Science Achievement
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Duncanson, Edward; Curry, Michael – Educational Planning, 2020
The changing nature of education has forced educators to rethink the role of classrooms in student learning. Prior research has shown that the environmental and structural design of education centers impact student learning. With a dozen variables to deal with, classroom designers are faced with the daunting task of selecting one plan from the…
Descriptors: Classroom Design, Learning Processes, Models, Grade 3
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Curwen, Margaret Sauceda; Ardell, Amy; MacGillivray, Laurie – Literacy Research: Theory, Method, and Practice, 2019
This qualitative case study examines how fifth graders and their teachers participated in critical literacy instruction grounded in systems thinking on the topic of slavery. Systems thinking seeks to discover relationships and patterns in diverse underlying systems; critical literacy examines everyday texts, focuses on social justice and change,…
Descriptors: Activism, Student Attitudes, Elementary School Students, Systems Approach
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Rott, Benjamin – Center for Educational Policy Studies Journal, 2013
It is well known that the regulation of processes is an important factor in problem solving from Grade 7 to university level (cf. Mevarech & Kramarski, 1997; Schoenfeld, 1985). We do not, however, know much about the problem-solving competencies of younger children (cf. Heinze, 2007, p. 15). Do the results of studies also hold true for…
Descriptors: Problem Solving, Grade 5, Metacognition, Cognitive Processes
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
Smith, Debra Messenger – ProQuest LLC, 2010
In recent years, there has been a resurgence of interest in single gender education. Emerging science has proven that boys and girls learn differently. This study compared fifth grade single-gender classes to fifth grade traditional, coeducational classes in the same urban middle school. The following were compared: students' academic achievement;…
Descriptors: Academic Achievement, Grade 5, Learning Processes, Reading Achievement
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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
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