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Altan, Tugba; Cagiltay, Kursat – Educational Technology & Society, 2022
This study investigated the effects of multimedia learning and visual design in a 6th grade science textbook on students' studying processes. This was accomplished by using eye tracking technology and by applying multimedia learning design and visual design principles to science textbooks. Eye tracking based testing was employed to evaluate the…
Descriptors: Science Education, Textbooks, Eye Movements, Multimedia Materials
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Wing-Leung Yeung; Oi-Lam Ng – International Journal of Technology and Design Education, 2024
This paper reports a design and implementation of a STEM enrichment programme infused with affective elements designed for Hong Kong students. Specifically, it features a design-thinking approach to develop solutions to a self-selected problem addressing the United Nations Sustainable Development Goals. Around 30 upper primary school (grades 5 to…
Descriptors: STEM Education, Enrichment Activities, Foreign Countries, Elementary School Students
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Marks, Jenna; Chase, Catherine C. – Journal of Engineering Education, 2019
Background: Design thinking, with its emphasis on iterative prototyping and mantra of "fail early and often," stands in stark contrast to the typical one-and-done, failure-averse culture of the classroom. Iterative prototyping and fail-forward mindsets could promote valuable iterative practices and positive reactions to failure, but…
Descriptors: Intervention, Middle School Students, Design, Thinking Skills
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Luo, Yi – International Electronic Journal of Elementary Education, 2015
This paper presents a case study examining 3rd, 4th and 5th graders' design fixation and cooperative learning in an engineering design project. A mixed methods instrument, the Cooperative Learning Observation Protocol (CLOP), was adapted to record frequency and class observation on cooperative learning engagement through detailed field notes.…
Descriptors: Elementary School Students, Design, Engineering, Cooperative Learning
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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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Abrahamson, Dor; Trninic, Dragan; Gutierrez, Jose F.; Huth, Jacob; Lee, Rosa G. – Technology, Knowledge and Learning, 2011
Radical constructivists advocate discovery-based pedagogical regimes that enable students to incrementally and continuously adapt their cognitive structures to the instrumented cultural environment. Some sociocultural theorists, however, maintain that learning implies discontinuity in conceptual development, because novices must appropriate expert…
Descriptors: Feedback (Response), Cognitive Structures, Concept Formation, Cultural Context
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Terwel, Jan; van Oers, Bert; van Dijk, Ivanka; van den Eeden, Pieter – Educational Research and Evaluation, 2009
With regard to transfer, is it better to provide pupils with ready-made representations or is it more effective to scaffold pupils' thinking in the process of generating their own representations with the help of peers and under the guidance of a teacher in a process of guided co-construction? The sample comprises 10 classes and 239 Grade 5…
Descriptors: Control Groups, Mathematics Education, Graphs, Grade 5
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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