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Güler Nalbantoglu, Fulden; Çakiroglu, Jale; Yilmaz Tüzün, Özgül – Journal of Inquiry Based Activities, 2023
The aim of this study is to present the implementation steps of an engineering design process-based activity. The activity was implemented with 6th-grade students; 21 students were involved. Various visuals were used to attract the students' attention during the introduction of the activity, and discussions were held about engineers and…
Descriptors: Middle School Students, Engineering Education, Design, Learning Activities
Adam P. Parisi – ProQuest LLC, 2022
Little has changed about the physical properties of public schooling in the United States since the industrial revolution--desks, rows, and teachers at the front of the room (McCoy, 2007). Foote (2019) has argued there is no better way to create a more modern learning space than to do a complete redesign. Given the dramatic redefinition of…
Descriptors: Public Schools, Educational Environment, Classroom Environment, Teacher Attitudes
Xinyu Li; Juanjuan Chen; Hongjie Fu – International Journal of Technology and Design Education, 2024
Creativity is an important skill in the 21st century, and design thinking has been proposed as a methodology for fostering creativity. Design creativity involves two non-rational aspects: motivation and empathy. However, little is known about how empathy and motivation work in synergy with creativity. This study explored the underlying mechanisms…
Descriptors: Creativity, Creative Thinking, Design, Empathy
Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
Burnett, Victoria; Li, Christine Jie; Schulz, John H. – Applied Environmental Education and Communication, 2023
We explored factors affecting outdoor classroom design by assessing attitudes and drawings from 73 sixth graders from a single middle school. Females had more favorable attitudes about the value of outdoor classrooms, were more motivated to build an outdoor classroom, and had stronger attitudes about outdoor classrooms benefiting wildlife.…
Descriptors: Grade 6, Middle School Students, Student Attitudes, Outdoor Education
Cengiz Tüysüz; Nurettin Can Bodur; Ilker Ugulu – Journal of Advanced Academics, 2024
An issue arising in emergency distance education procedures, such as the response to the COVID-19 pandemic, is a lack of appropriate high-quality content and course activities for high ability students suitable for distance education. In this study, online CAD-based learning experiences structured with the Tinkercad Circuits Platform designed for…
Descriptors: Distance Education, Academically Gifted, Computer Assisted Design, Emergency Programs
Laura George – ProQuest LLC, 2024
National and local data show that many female students lose interest in STEM at an early age, female students that remain interested in STEM show partiality for life sciences. This results in gender stratification in STEM subject areas and is evident in high school enrollments in elective courses. This three-manuscript dissertation investigates…
Descriptors: STEM Education, Females, Gender Issues, Grade 6

Cindy Peng; Conrad Borchers; Vincent Aleven – Grantee Submission, 2024
Prior studies identified effective, but mainly non-digital, homework aids. This research involved 18 middle school students in a lo-fi prototyping study to integrate traditional homework support tools with intelligent tutoring systems (ITS), leveraging rich log data for personalized learning. Feature investigations in standardized diaries, goal…
Descriptors: Middle School Students, Intelligent Tutoring Systems, Homework, Design
Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
Chiang, Feng-Kuang; Chang, Chun-Hao; Wang, Shan; Cai, Rui-Heng; Li, Li – International Journal of Technology and Design Education, 2022
The study aimed to investigate the effect of an interdisciplinary STEM course on children's attitudes of learning and engineering design skills. A total of 449 elementary school children in China were recruited from three different grade levels (i.e., second, fourth and sixth grade) to participate in this study. All participants attended a weekly…
Descriptors: Interdisciplinary Approach, STEM Education, Student Attitudes, Elementary School Students
Elaissa T. Hardy; Sara Ivey Fulmer; Joseph M. Le Doux; Wilbur A. Lam – Biomedical Engineering Education, 2022
BME HealthReach is an educational outreach program where undergraduate BME students participate in an out-of-class design thinking course to create and teach interactive STEM activities to K-12 students, where children with chronic illnesses are the primary clients. We detail research that seeks to answer the following: (1) what impact does this…
Descriptors: Undergraduate Students, Design, Systems Approach, Elementary Secondary Education
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Avcu, Yunus Emre; Yaman, Yavuz – Online Submission, 2022
The aim of this study was to examine the efficiency of the differentiated instructional design for value education of gifted. This research was based according to the embedded experimental design of a mixed research method. The study group consisted of 25 gifted students (13 girls, 12 boys) at the 6th-grade level. Digital differentiation strategy…
Descriptors: Foreign Countries, Individualized Instruction, Values, Education
Scott-Webber, Lennie; Konyndyk, Roger; Denison, Marilyn – Journal of Education and Learning, 2019
New evidence builds upon the Student Engagement IndexTM and Teacher Engagement IndexTM research (Scott-Webber, Konyndyk, & French, 2019; Scott-Webber, Konyndyk, French, & French, 2018; Scott-Webber, Konyndyk, French, Lembke, & Kinney, 2017) determining post-occupancy answers to, "Can we demonstrate that the design of the built…
Descriptors: Learner Engagement, Physical Environment, School Buildings, Educational Facilities Design
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