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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
Doster, Hannah; Cuevas, Josh – International Journal on Social and Education Sciences, 2021
Teaching mathematics involves a variety of techniques and approaches in order to reach students' academic needs in a way that aids them in achieving at the level required by state standards. One of the ways that educators are meeting the needs of their students is through using computer-based programs. In this study, 17 fifth grade students were…
Descriptors: Computer Software, Teaching Methods, Feedback (Response), Mathematics Instruction
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
Laolagi, Laura – ProQuest LLC, 2022
Storytelling is universal and is popular in many cultures where it is a medium people use to preserve their beliefs, social values, wisdom, and cultural experiences as well as transfer them from one generation to another. In American Samoa, over 90% of students are classified as English Language Learners (ELLs) and literacy rates are very low,…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Writing Improvement
Bennett, Susan V.; Calderone, Cynthia; Dedrick, Robert F.; Gunn, AnnMarie Alberton – Reading Improvement, 2015
In this mixed method research, we examined the effects of reading and singing software program (RSSP) as a reading intervention on struggling readers' reading achievement as measured by the Florida Comprehensive Assessment Test, the high stakes state test administered in the state of Florida, at one elementary school. Our team defined struggling…
Descriptors: Reading, Reading Motivation, Reading Difficulties, Singing
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
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Tuzun, Hakan; Yilmaz-Soylu, Meryem; Karakus, Turkan; Inal, Yavuz; Kizilkaya, Gonca – Computers & Education, 2009
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this…
Descriptors: Private Schools, Student Attitudes, Student Motivation, Achievement Tests
Butler, Kyle A.; Lumpe, Andrew – Journal of Science Education and Technology, 2008
This study was designed to theoretically articulate and empirically assess the role of computer scaffolds. In this project, several examples of educational software were developed to scaffold the learning of students performing high level cognitive activities. The software used in this study, Artemis, focused on scaffolding the learning of…
Descriptors: Learning Theories, Grade 5, Science Instruction, Pretests Posttests
Shaw, Edward L., Jr.; Baggett, Paige V.; Salyer, Barbara – Science Activities: Classroom Projects and Curriculum Ideas, 2004
Computer technology can be integrated into science inquiry activities to increase student motivation and enhance and expand scientific thinking. Fifth-grade students used the visual thinking tools in the Kidspiration[R] software program to generate and represent a web of hypotheses around the question, "What affects the distance a marble rolls?"…
Descriptors: Grade 5, Inquiry, Science Activities, Computer Uses in Education
Novotna, Jarmila, Ed.; Moraova, Hana, Ed.; Kratka, Magdalena, Ed.; Stehlikova, Nad'a, Ed. – International Group for the Psychology of Mathematics Education, 2006
This document contains the second volume of the proceedings of the 30th Annual Conference of the International Group for the Psychology of Mathematics Education. Conference presentations are centered around the theme "Mathematics at the Centre." This volume features 60 research reports by presenters with last names beginning between Abr…
Descriptors: Program Effectiveness, Foreign Countries, Middle Schools, Textbooks