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Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
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
Lan, Yu-Ju – Educational Technology & Society, 2013
Strategies play an important role in learning a second or foreign language (L2). The aim of the current study was to develop and evaluate a co-sharing-based strategy learning system for L2 vocabulary learning known as
"Mywordtools." Mywordtools is designed specifically for lexical learning, enabling learners to use the currently…
Descriptors: Vocabulary Development, Second Language Instruction, Second Language Learning, Learning Strategies
Tas, Erol – Journal of Education and Training Studies, 2015
The main objective of this study is to research the effects of a student gains and activity based virtual material on students' success, permanence and attitudes towards science lesson, developed for science and technology lesson 6th grade "Systems in our body" unit. The study, which had a quasi-experimental design, was conducted with…
Descriptors: Science Instruction, Science Achievement, Computer Simulation, Teaching Methods
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
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
Loadman, William; Sprague, Kim; Hamilton, Jennifer; Coffey, Deb; Faddis, Bonnie – Society for Research on Educational Effectiveness, 2010
In 2005, the U.S. Department of Education awarded eight Striving Readers grants to projects around the country. The goal of Striving Readers is to improve literacy skills and achievement for struggling readers in middle and high school and to increase the research base using randomized clinical research to address improvement in adolescent…
Descriptors: Exhibits, Literacy, Grants, Intervention
Buelin-Biesecker, Jennifer Katherine – ProQuest LLC, 2012
This study compared the creative outcomes in student work resulting from two pedagogical approaches to creative problem solving activities. A secondary goal was to validate the Consensual Assessment Technique (CAT) as a means of assessing creativity. Linear models for problem solving and design processes serve as the current paradigm in classroom…
Descriptors: Technology Education, Creativity, Problem Solving, Teaching Methods
Lewis, Colleen M. – Computer Science Education, 2011
This study investigates differences between collaboration methods in two summer enrichment classes for students entering the sixth grade. In one treatment, students used pair programming. In the other treatment, students engaged in frequent collaboration, but worked on their own computer. Students in the two treatments did not differ significantly…
Descriptors: Elementary School Students, Student Attitudes, Educational Research, Tests
Kizilkaya, Gonca; Askar, Petek – Interactive Technology and Smart Education, 2008
Purpose: The purpose of this paper is to investigate the effect of an embedded pedagogical agent into a tutorial on achievement. Design/methodology/approach: Research methodology is designed according to the post test control group model in which the experimental group (69 students) was exposed to a tutorial with an embedded pedagogical agent;…
Descriptors: Experimental Groups, Control Groups, Instructional Design, Science Achievement
Campuzano, Larissa; Dynarski, Mark; Agodini, Roberto; Rall, Kristina – National Center for Education Evaluation and Regional Assistance, 2009
In the No Child Left Behind Act (NCLB), Congress called for the U.S. Department of Education (ED) to conduct a rigorous study of the conditions and practices under which educational technology is effective in increasing student academic achievement. A 2007 report presenting study findings for the 2004-2005 school year, indicated that, after one…
Descriptors: Teacher Characteristics, Federal Legislation, Academic Achievement, Computer Software
Pedersen, Susan; Arslanyilmaz, Abdurrahman; Williams, Douglas – Educational Technology Research and Development, 2009
Teachers' implementation of a problem-based learning (PBL) program was examined to determine both how they assessed student learning and their reasons for these assessment practices. Ten 6th grade science teachers used Alien Rescue, a computer-based PBL module, with their students for approximately three weeks. Interviews, observations, and…
Descriptors: Problem Based Learning, Learning Modules, Science Teachers, Grade 6
Hwang, Wu-Yuin; Hsu, Guo-Liang – Turkish Online Journal of Educational Technology - TOJET, 2011
This study is aimed at investigating students' annotation behaviors and their effects on learning achievement with pre-reading (reading before class) exercises and Web-based sharing mechanisms. An 8-week quasi-experiment was conducted with 125 sixth-grade elementary school students. The study shows the following results. First, a significant…
Descriptors: Foreign Countries, Elementary School Students, Computer Assisted Instruction, Prior Learning
She, H. C.; Lee, C. Q. – Computers & Education, 2008
This study reports an adaptive digital learning project, scientific concept construction and reconstruction (SCCR), that was developed based on the theories of Dual Situated Learning Model (DSLM) and scientific reasoning. In addition, the authors investigated the effects of an SCCR related to a "combustion" topic for sixth grade students…
Descriptors: Experimental Groups, Scientific Concepts, Concept Formation, Grade 6
Securro, Samuel, Jr.; Jones, Jerry D.; Cantrell, Danny R. – Journal on School Educational Technology, 2010
K-12 school practitioners and schools administrators need reliable results about the effects of instructional technology products as they strive to meet achievement compliance levels in politically accountable local and national contexts in the U.S. This study presents evidence regarding the effects of extensive engagement with computer-based…
Descriptors: Computer Assisted Instruction, Reading Instruction, Language Arts, Computer Software
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