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Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
Fatma Agacdiken; Rezan Yilmaz – International Journal for Technology in Mathematics Education, 2023
This research aims to investigate the construction of the area of rectangle with GeoGebra and how students can formulate it. It focuses on describing the cognitive process involved in constructing this concept and how technology mediates such a process. The research was conducted in a classroom with 5th grade students in a secondary school and was…
Descriptors: Concept Formation, Computer Software, Technology Uses in Education, Mathematical Concepts
Ngo, Vy; Perez Lacera, Luisa; Closser, Avery Harrison; Ottmar, Erin – Journal of Numerical Cognition, 2023
For students to advance beyond arithmetic, they must learn how to attend to the structure of math notation. This process can be challenging due to students' left-to-right computing tendencies. Brackets are used in mathematics to indicate precedence but can also be used as superfluous cues and perceptual grouping mechanisms in instructional…
Descriptors: Mathematics Skills, Arithmetic, Symbols (Mathematics), Computation
Sheng-Kuei Hsu; Yuling Hsu – International Journal of Science and Mathematics Education, 2025
This study was conducted to optimize the designs of learning guides embedded in a computer-based simulation environment. The research was based on the Cognitive Theory of Multimedia Learning and Cognitive Load Theory. We investigated computer simulations under four conditions that combined representation and imagination learning strategies. This…
Descriptors: Geometry, Grade 5, Elementary School Students, Elementary School Mathematics
Rajesh Syal, Samira – ProQuest LLC, 2022
Efforts taken to promote self-regulated learning (SRL) in elementary school have positive effects on learning outcomes. Few studies examine the role of motivation in relation to other SRL components, namely cognition and metacognition. Additionally, few SRL studies involving elementary students focus on motivational supports. Interventions that…
Descriptors: Learning Processes, Self Management, Elementary School Students, Metacognition
Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
Haleva, Livnat; Hershkovitz, Arnon; Tabach, Michal – Journal of Educational Computing Research, 2021
Understanding students' behavior while solving tasks at various levels is essential for the support educators may provide to students. The current study reports on a large-scale exploration of students' activity in an online learning environment for mathematics, while comparing between lower-order thinking (LOT) and higher-order thinking (HOT)…
Descriptors: Educational Technology, Technology Uses in Education, Thinking Skills, Mathematics Instruction
Sergi, Katerina; Elder, Anastasia D.; Wei, Tianlan; Javorsky, Kristin; Xu, Jianzhong – Reading Horizons, 2022
The purpose of this study was to investigate metacognitive self-regulated learning (SRL) differences in computer- and paper-based reading assignments across elementary students. Students in two after-school programs in a southeastern U.S. public school district were recruited. The final sample consisted of 48 students in Grades 2--5 who…
Descriptors: Metacognition, Computer Assisted Instruction, Educational Technology, Printed Materials
Wang, Cixiao; Ma, Yuying; Wu, Feng – Journal of Science Education and Technology, 2020
In scientific inquiry learning, manipulatives have been widely utilized as learning resources. Studies have explored the advantages of virtual manipulative (VM) for conceptual understanding and knowledge construction in science education. However, research on the mental engagement and perception of students during collaborative learning under…
Descriptors: Cooperative Learning, Inquiry, Science Education, Manipulative Materials
Ntourou, Vassiliki; Kalogiannakis, Michail; Psycharis, Sarantos – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This article presents a quasi-experiment which, with the use of Arduino and Scratch for Arduino (S4A), attempts to study their effect on self-efficacy and motivation towards Science Education, Computational Thinking (CT) and the views of 5th Grade students about concepts of electricity. It was conducted on the 5th Grade of a Primary School in…
Descriptors: Science Education, Grade 5, Elementary School Students, Student Motivation
Song, Donggil – Interactive Learning Environments, 2016
The aim of this paper is to examine the effects of sequencing instructional materials and learners' prior knowledge on learning ESL (English as a second language) through an online learning course. 121 fifth-grade students from an elementary school in Korea participated in the study. Each participant was allocated to one cell of a 2 × 2…
Descriptors: English (Second Language), Grade 5, Online Courses, Educational Technology
Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan – International Journal of Distance Education Technologies, 2013
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…
Descriptors: Teaching Methods, Educational Games, Theories, Difficulty Level
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
McClintock, Evan D.; Tzur, Ron; Xin, Yan Ping; Si, Luo – North American Chapter of the International Group for the Psychology of Mathematics Education, 2011
We examined how a student with learning disabilities (SLD) in mathematics constructed a scheme for differentiating, selecting, and properly operating on/with units that constitute a multiplicative situation, namely, singletons ('1s') and composite units (abbreviated UDS). Conducted as part of a larger teaching experiment in a learning environment…
Descriptors: Learning Disabilities, Mathematics Instruction, Multiplication, Grade 5
Leslie, Kimberley Crompton; Low, Renae; Jin, Putai; Sweller, John – Educational Technology Research and Development, 2012
Two experiments using the science topics of Magnetism and Light were conducted with younger learners (Year 5) who had no prior knowledge of the topics, and older learners (Year 6) who had studied the topics previously. Half of the learners were presented the information in auditory form only while the other half were presented the auditory…
Descriptors: Expertise, Prior Learning, Redundancy, Age Differences
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