Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Journal of Science Education… | 2 |
International Journal of… | 1 |
International Journal of… | 1 |
International Society for… | 1 |
Irish Educational Studies | 1 |
Journal of Learning Analytics | 1 |
Author
Publication Type
Journal Articles | 6 |
Reports - Research | 5 |
Reports - Evaluative | 2 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 7 |
Grade 6 | 7 |
Grade 5 | 3 |
Intermediate Grades | 3 |
Middle Schools | 2 |
Elementary Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fadi Bani Ahmad – International Society for Technology, Education, and Science, 2024
The study aimed to investigate the impact of the use of artificial intelligence-based gamification on the development of motivation among students of the basic stage towards learning science. To achieve this goal, the study used the semi-experimental approach, and the researcher used the motivation scale after verifying its validity and stability…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, Learning Motivation
Zhang, Jianwei; Yuan, Guangji; Bogouslavsky, Maria – International Journal of Computer-Supported Collaborative Learning, 2020
This study explores boundary-crossing interaction between two grade 5/6 science classrooms that operated as knowledge building communities. The two classrooms studied human body systems with the support of the Knowledge Forum over a ten-week period. The knowledge building practice integrated student-driven inquiry and discourse within each…
Descriptors: Elementary School Students, Elementary School Science, Grade 5, Grade 6
Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Journal of Learning Analytics, 2015
Researchers have long recognized the potential benefits of open-ended computer- based learning environments (OELEs) to help students develop self-regulated learning (SRL) behaviours. However, measuring self-regulation in these environments is a difficult task. In this paper, we present our work in developing and evaluating "coherence…
Descriptors: Educational Environment, Computer Assisted Instruction, Independent Study, Learning Strategies
Turcotte, Sandrine – Journal of Science Education and Technology, 2012
This article describes in detail a conversation analysis of conceptual change in a computer-supported collaborative learning environment. Conceptual change is an essential learning process in science education that has yet to be fully understood. While many models and theories have been developed over the last three decades, empirical data to…
Descriptors: Computer Assisted Instruction, Inquiry, Concept Formation, Science Education
Balim, Ali Günay – Irish Educational Studies, 2013
The study aims to investigate the effects of using mind maps and concept maps on students' learning of concepts in science courses. A total of 51 students participated in this study which used a quasi-experimental research design with pre-test/post-test control groups. The constructivist-inspired study was carried out in the sixth-grade science…
Descriptors: Pretests Posttests, Concept Mapping, Control Groups, Quasiexperimental Design
Evagorou, Maria; Korfiatis, Kostas; Nicolaou, Christiana; Constantinou, Costas – International Journal of Science Education, 2009
The purpose of this study was to investigate the impact of a simulation-based learning environment on elementary school students' (11-12 years old) development of system thinking skills. The learning environment included interactive simulations using the Stagecast Creator software to simulate the ecosystem of a marsh. Simulations are an important…
Descriptors: Feedback (Response), Elementary School Students, Student Attitudes, Ecology
Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests