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Showing 1 to 15 of 49 results Save | Export
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Daniel Adeboye; Desmond W. Govender; Irene Govender – International Society for Technology, Education, and Science, 2024
Students naturally have a phobia for STEM subjects which leads to poor performance in these subjects. The reason for this is varied but can be associated with the teaching approach. As an improvement on the traditional teaching method and the earlier technology-enabled teaching methodologies, using the affordances of technology to effectively…
Descriptors: STEM Education, Intervention, Learning Activities, Elementary School Students
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Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
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Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Grover, Shuchi; Jackiw, Nicholas; Lundh, Patrik – Computer Science Education, 2019
Background and Context: Learners struggle with conceptual understanding of introductory programming concepts such as variables, expressions, and loops. Objective: We examine whether and how designed activities for conceptual exploration support preliminary engagement with and learning of foundational and often hard-to-grasp programming concepts…
Descriptors: Middle School Students, Concept Formation, Learning Activities, Grade 6
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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
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Bjørgen, Anne Mette – Education 3-13, 2022
This article investigates how 9-13 years old pupils interpret activities involving the use of tablets in two Norwegian primary schools. The theoretical context draws on Goffman's frame analysis and on research on young people's digital literacy practices as socially situated meaning-making practices. Data was gathered through group interviews. The…
Descriptors: Tablet Computers, Foreign Countries, Elementary School Students, Digital Literacy
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Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
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Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
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Kitiya Promsron; Prachyanun Nilsook; Pallop Piriyasurawong – International Education Studies, 2025
The COVID-19 pandemic forced school closures globally, leading to significant learning regression in academic performance, skills, and ethical development. This study aims to: 1) synthesize and develop an adaptive micro-learning model based on Dhamma principles using mixed reality (MR), 2) compare pre- and post-test results, and 3) assess the…
Descriptors: Learning Activities, Electronic Learning, Learning Modules, Citizenship Education
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Avinal, Merve; Aydin, Abdullah – Journal of Turkish Science Education, 2022
The aim of this study is to investigate the effectiveness of the activities designed with 3D printing technology on the teaching of the sixth-grade systems in our body unit and to determine the views of students on this technology. In this study, a mixed research design in which quantitative and qualitative research methods are used together was…
Descriptors: Learning Activities, Science Education, Printing, Computer Peripherals
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Philip A. Jones – Design and Technology Education, 2024
This study explores the integration of Design Thinking into the Key Stage 3 Design and Technology (D&T) curriculum at a school in North-West England, focusing on fostering 21st-Century Skills alongside subject-specific knowledge. The research draws on a multiple case study approach derived from the 'Solving Genuine Problems for Authentic Users…
Descriptors: Foreign Countries, Design, Thinking Skills, 21st Century Skills
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Øygardslia, Kristine – Learning, Media and Technology, 2018
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of…
Descriptors: Design, Grade 6, Grade 7, Computer Games
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Ellis, Amy B.; Horne, Dru; Bloodworth, Anna; Nielsen, Annelise; Ely, Robert – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Interest-driven activities, such as mathematical play, can support student agency, motivation, and engagement, and can foster dispositions that reflect authentic disciplinary engagement. However, the bulk of research on mathematical play investigates the mathematics that emerges in young children's natural play or in informal spaces such as video…
Descriptors: Play, Algebra, Mathematics Instruction, Learner Engagement
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Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson – Learning, Media and Technology, 2015
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Teaching Methods
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
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