Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
Computers & Education | 1 |
International Journal of… | 1 |
Journal of Educational… | 1 |
Learning, Media and Technology | 1 |
North American Chapter of the… | 1 |
Online Submission | 1 |
Author
Abrami, Philip C. | 1 |
Aslan, Ofra | 1 |
Chen, Hsin-Yuan | 1 |
Deault, Louise | 1 |
Foster, Aroutis N. | 1 |
Games, Ivan Alex | 1 |
Keinonen, Tuula | 1 |
Meyer, Elizabeth | 1 |
Pihlainen-Bednarik, Kaisa | 1 |
Salle, Alexander | 1 |
Wade, C. Anne | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Reports - Evaluative | 2 |
Dissertations/Theses -… | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 6 | 6 |
Elementary Education | 4 |
Grade 5 | 4 |
Elementary Secondary Education | 3 |
Grade 4 | 3 |
Middle Schools | 3 |
Grade 7 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Salle, Alexander – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This exemplary case study describes the learning process of two sixth-graders that learn from an animated worked-out example and an accompanying self-explanation prompt in the domain of fractions. It is based on a corresponding field study. The analysis focuses on the interaction with the computer, the communication between the students, the…
Descriptors: Grade 6, Animation, Instructional Materials, Learning Processes
Pihlainen-Bednarik, Kaisa; Keinonen, Tuula – International Journal of Environmental and Science Education, 2011
Knowing "what do I know" and thinking about "how do I learn", that is metacognition, is an important element in learning. The Finnish curriculum points out metacognition in the choice of the studying methods. The methods should help the students to become aware of their own learning, to develop better learning strategies, and…
Descriptors: Environmental Education, Learning Strategies, Metacognition, Learning Processes
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
Chen, Hsin-Yuan – Online Submission, 2009
According to government reports, new Internet technologies present readers with new reading opportunities and challenges (National Institute of Child Health and Human Development, 2000; RAND Reading Study Group [RRSG], 2002). However, we are just beginning to understand the specific complexities that Internet text imposes on the reading…
Descriptors: Middle School Students, Reading Comprehension, Cues, Protocol Analysis
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills