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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
Yang, Dazhi; Chittoori, Bhaskar – International Journal of Technology in Education and Science, 2022
This study investigated the technologies and tools used to support upper-level elementary students' engineering design and problem-solving activities in a bridge design and building challenge. The study was conducted in an eight-week afterschool program with a total of 36 4th to 6th grade students in small groups of four to six students. Analysis…
Descriptors: Engineering Education, Design, Elementary School Students, Problem Solving
Sofkova Hashemi, Sylvana – Designs for Learning, 2022
Drawing on experiences from a large-scale Nordic co-design research project, this paper explores the development of cross-border blended education with the aim to strengthen students' Nordic identity and knowledge of neighboring Nordic languages illuminating the flow of didactical designs students were offered to engage in, i.e. the knowledge…
Descriptors: Foreign Countries, Instructional Design, Blended Learning, Educational Development
Laurie A. Coker – ProQuest LLC, 2022
This developmental research aims to: (1) examine the developmental processes of the application called MagicSpells, a haptically-enhanced, digital, vocabulary acquisition application design for learners with dyslexia, (2) investigate the structure and design of the application, and (3) analyze the results of the reviews and usability tests…
Descriptors: Educational Technology, Computer Software, Vocabulary Development, Dyslexia
Oktay, Ozlem; Avci, Zeynep; Sen, Ahmet Ilhan – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
Learning from digital media is one of the notable learning environments used outside of school. The effect of using digital technology in education is well known today, as where such tools are used appropriately in lessons, they can make an effective contribution to the teaching and learning of abstract science subjects such as astronomy. The…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Worksheets
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Chen, Cheng-Huan; Chiu, Chiung-Hui – International Journal of Science and Mathematics Education, 2016
This study designed a set of computerized collaboration scripts for multi-touch supported collaborative design-based learning and evaluated its effects on multiple aspects of metacognitive self-regulation in terms of planning and controlling and mathematical literacy achievement at higher and lower levels. The computerized scripts provided a…
Descriptors: Metacognition, Design, Self Control, Planning
Alexander, Curby; Knezek, Gerald; Christensen, Rhonda; Tyler-Wood, Tandra – Journal of Computers in Mathematics and Science Teaching, 2019
Declining academic achievement across U.S. schools, particularly in mathematics and science, has prompted several initiatives to increase the quality of teaching in science, technology, engineering, and mathematics (STEM). The National Science Foundation initiated the Innovative Technology Experiences for Students and Teachers (ITEST) program in…
Descriptors: Educational Technology, Technology Uses in Education, STEM Education, Teaching Methods
Genç, Murat – Education and Information Technologies, 2019
The purpose of this study was to discover the views of teacher candidates on the use of Slowmation in education. Fifty-one students from the Primary School Teaching Program took part in the study. An explanatory approach to the combined method, which enables both quantitative and qualitative research, was used in the study. In order to collect the…
Descriptors: Biology, Science Instruction, Preservice Teachers, Teacher Education Programs
Ramey, Kay E.; Stevens, Reed; Uttal, David H. – Journal of Educational Psychology, 2020
This study examines the role of spatial reasoning in learning among 5th and 6th grade students participating in a set of in-school, technology-enhanced, STEAM (science, technology, engineering, arts, and math) making activities. We focus our analysis on a particular type of reasoning: spatial reasoning. Prior research has shown that spatial…
Descriptors: STEM Education, Art Education, Spatial Ability, Problem Solving
Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
Fisher, Douglas; Frey, Nancy; Akhavan, Nancy – Corwin, 2019
Students learn to read and write best when their teachers balance literacy instruction. But how do you strike the "right" balance of skills and knowledge, reading and writing, small and whole group instruction, and direct and dialogic instruction, so that all students can learn to their maximum potential? The answer lies in the…
Descriptors: Elementary Education, Kindergarten, Grade 1, Grade 2
Borge, Marcela; Toprani, Dhvani; Yan, Shulong; Xia, Yu – Computer Science Education, 2020
Background and Context: in this paper, we argue that integrating Human-Computer Interaction (HCI) into K-12 computing education can present learners with opportunities to develop human-centered design skills as well as higher-order thinking skills. Objective: to address the issues related to the development of HCI forms of expertise, we introduce…
Descriptors: Elementary Secondary Education, Design, Skill Development, Thinking Skills
Jadallah, May; Hund, Alycia M.; Thayn, Jonathan; Studebaker, Joel Garth; Roman, Zachary J.; Kirby, Elizabeth – Journal of Geography, 2017
This study explores the effects of geographic information systems (GIS) curriculum on fifth-grade students' spatial ability and map-analysis skills. A total of 174 students from an urban public school district and their teachers participated in a quasi-experimental design study. Four teachers implemented a GIS curriculum in experimental classes…
Descriptors: Geography Instruction, Geographic Information Systems, Grade 5, Spatial Ability