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Showing 1 to 15 of 68 results Save | Export
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Wang, Cixiao; OuYang, Jiayu; Wu, Feng – Journal of Science Education and Technology, 2021
Recent research in collaborative learning has indicated that peer assessment has a positive influence on students' learning performance and learning process. This study investigates how the different subgroups of two roles (assessors and assessees) in peer assessment contribute to students' perceptions of science learning in mobile…
Descriptors: Peer Evaluation, Electronic Learning, Cooperative Learning, Handheld Devices
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Tirado-Morueta, Ramón; Berlanga-Fernández, Inmaculada; Vales-Villamarín, Helena; Guzmán Franco, Mª Dolores; Duarte-Hueros, Ana; Aguaded-Gómez, José Ignacio – Education and Information Technologies, 2020
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textbook has become popular worldwide. However, findings of studies that seek to enable understanding of how the daily use of these mobile devices affects student's engagement in the classroom are heterogeneous. The authors utilized and adapted a…
Descriptors: Elementary School Students, Children, Learner Engagement, Handheld Devices
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Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Wang, Cixiao; Li, Shuling – International Journal of Computer-Supported Collaborative Learning, 2021
Virtual manipulatives running on tablets have been demonstrated to improve students' conceptual understanding in previous studies. However, the differential effects on group interaction during face-to-face collaborative inquiry learning from the support of alternative technology affordances has received little attention. Technology affordances in…
Descriptors: Cooperative Learning, Affordances, Technology Uses in Education, Educational Technology
Sonia Renee Alvarado – ProQuest LLC, 2022
The purpose of this design-based research study was to provide a holistic perspective on the pedagogical and contextual factors of interactive mobile technology on English learners and investigate the theoretical potential of audio-video software interventions for second language acquisition. Specifically, the study explored current virtual…
Descriptors: Electronic Learning, Handheld Devices, Holistic Approach, Interaction
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Zhang, Hao; Hwang, Wu-Yuin; Tseng, Shih-Ying; Chen, Holly S. L. – Journal of Educational Computing Research, 2019
Contextual learning has been recognized as an important method for English as a Foreign Language (EFL) learning and drama was also usually employed to be a good activity for EFL learning which guided learners to interact and use body language to practice English. However, there were few studies to consider both drama and authentic contexts…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
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Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
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Hwang, Wu-Yuin; Utami, Ika Qutsiati; Purba, Siska Wati Dewi; Chen, Holly S. L. – IEEE Transactions on Learning Technologies, 2020
This paper aimed to investigate the effect of a mobile app on mathematics learning in authentic contexts. Authentic contexts contain rich resources wherein students can use authentic objects as aid in advanced educational technology-assisted mathematics learning. We designed Ubiquitous-Fraction (U-Fraction), a mobile application that helps…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Web Based Instruction
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Slayton, Brittany; Velez, Susana Salazar; Jong, Cindy; Perry, Kristen – Journal of Mathematics Education at Teachers College, 2018
This paper describes an after-school club aimed to engage elementary students in project-based learning by integrating mathematics and literacy connections within a community-based topic. Building on students' backgrounds and interests, researchers created the Community Super Investigators (CSI) Club as part of an after-school program to explore…
Descriptors: Elementary School Students, Grade 4, Grade 5, Youth Clubs
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Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
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Lu, Su-Ju; Liu, Ying-Chieh; Chen, Po-Ju; Hsieh, Mu-Rong – Interactive Learning Environments, 2020
Emerging technologies have been widely used in applications designed to increase potential for learning enhancement. This study develops a mobile application to integrate augmented reality (AR) functionality into physical puzzle-type games. In the application, learners see visualizations of three-dimensional (3D) dinosaurs and interact with…
Descriptors: Game Based Learning, Puzzles, Computer Simulation, Science Achievement
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Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – School Science and Mathematics, 2025
Teachers often struggle to implement inquiry-based science teaching. To support them, IndagApp--a 3D educational app that offers curriculum-aligned, inquiry-based lesson plans--was designed. The app is rooted in the inquiry phases recommended in best-practices literature, which arguably align with most international standards. This study describes…
Descriptors: Usability, Computer Software, Private Schools, Public Schools
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Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
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