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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
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Ahn, June; Beck, Austin; Rice, John; Foster, Michelle – AERA Open, 2016
In this article, we present analyses from a researcher-practitioner partnership in the District of Columbia Public Schools, where we are exploring the impact of educational software on students' academic achievement. We analyze a unique data set that combines student-level information from the district with data of student usage of a mathematics…
Descriptors: Public Schools, Urban Schools, Computer Software, Computer Uses in Education
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Rantala, Leena – Pedagogy, Culture and Society, 2009
Media educators and researchers call for learner-centred, bottom-up pedagogical approaches, which take into account learners' own cultures, knowledge and experiences. Nevertheless, there seem to be gaps between traditional, authoritarian school culture and the interactive, creative media culture that is a significant part of youngsters' lives…
Descriptors: Foreign Countries, Grade 5, Media Literacy, Ethnography
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Vekiri, Ioanna – Computers & Education, 2010
The purpose of the study was to explore possible links between student socioeconomic status (SES), beliefs about information and communication technologies (ICTs), and out-of-school learning resources. Grades 5 and 6 students (N = 345) who were enrolled in one private and six public elementary schools in Greece, located in areas with different…
Descriptors: Self Efficacy, Computer Uses in Education, Foreign Countries, Grade 5
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Rosen, Yigal; Beck-Hill, Dawne – Journal of Research on Technology in Education, 2012
This study provides a comprehensive look at a constructivist one-to-one computing program's effects on teaching and learning practices as well as student learning achievements. The study participants were 476 fourth and fifth grade students and their teachers from four elementary schools from a school district in the Dallas, Texas, area. Findings…
Descriptors: Foreign Countries, Constructivism (Learning), Reading Achievement, Educational Benefits
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Peterson, Shelley Stagg; McClay, Jill Kedersha – E-Learning, 2007
This article presents the results of the initial stage of research on grades 4-8 teachers' writing instruction within rural and urban contexts across Canada. Teachers' goals and their use of digital technologies and multimedia are examined within rural and urban schools in five eastern provinces. Through half-hour telephone interviews with 54…
Descriptors: Teacher Education, Urban Schools, Social Class, Writing Instruction
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Scheckner, Stacey B.; Rollin, Stephen A. – Journal of School Violence, 2003
This article details the implementation and empirical evaluation of an elementary school violence program. The problem of school violence and the significance and focus of the study are discussed. The general research question in this study was to examine the potential for a computer-mediated anger management program to enhance or improve the…
Descriptors: Elementary Schools, Educational Environment, Computer Uses in Education, Program Effectiveness