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Kim, Young Rae; Park, Mi Sun; Tjoe, Hartono – International Journal of Education in Mathematics, Science and Technology, 2021
In recent years, mathematics classrooms in the U.S. and around the world have seen an increasing integration of educational robotics with interest from both students and teachers. Through their robotics coding activities, students in the present study discovered the concepts of special angle pairs in geometry--namely, complementary and…
Descriptors: Mathematics Instruction, Geometry, Robotics, Coding
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van der Ven, Sanne H. G.; Klaiber, Jonathan D.; van der Maas, Han L. J. – Educational Psychology, 2017
Writing down spoken number words (transcoding) is an ability that is predictive of math performance and related to working memory ability. We analysed these relationships in a large sample of over 25,000 children, from kindergarten to the end of primary school, who solved transcoding items with a computer adaptive system. Furthermore, we…
Descriptors: Short Term Memory, Foreign Countries, Mathematics, Mathematics Instruction
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Hance, Trevor – Science and Children, 2014
Designing opportunities for students to discover core science concepts can be challenging, however, with a good understanding of their interests, proper planning, and the use of technology and the outdoors, students can become engaged in a way that can leave a legacy for future students. Last fall, this author designed a nine-session unit for a…
Descriptors: Science Instruction, Scientific Concepts, Teaching Methods, Grade 4
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities