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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
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Yohannes, Abebayehu; Chen, Hsiu-Ling; Chang, Chiu-Chen – Educational Technology Research and Development, 2023
Mathematics reading and spatial ability are important learning components in mathematics education. However, in traditional instruction, it is difficult to develop learners' mathematics reading and spatial abilities. Therefore, many students struggle to understand real-world problems and lack the spatial ability to form internal imagery. To cope…
Descriptors: Electronic Books, Interaction, Middle School Students, Mathematics Skills
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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
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Chand, Vijaya Sherry; Deshmukh, Ketan Satish; Shukla, Anurag – Educational Technology Research and Development, 2020
This paper explores technology integration and the role of teacher beliefs in this integration to assess a 'smart-class' initiative that was introduced in 3173 Grade 7-8 classrooms of 1609 public schools in India in 2017. It first reports on the impact of the initiative at the end of its first year, using a sample of 2574 children drawn from 155…
Descriptors: Technology Integration, Teacher Attitudes, Grade 7, Grade 8
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Belland, Brian R.; Gu, Jiangyue; Kim, Nam Ju; Turner, David J. – Educational Technology Research and Development, 2016
Science educators increasingly call for students to address authentic scientific problems in science class. One form of authentic science problem--socioscientific issue--requires that students engage in complex reasoning by considering both scientific and social implications of problems. Computer-based scaffolding can support this process by…
Descriptors: Middle School Students, Ethnography, Grade 7, Cooperative Learning
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An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
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Zacharia, Zacharias C.; Xenofontos, Nikoletta A.; Manoli, Constantinos C. – Educational Technology Research and Development, 2011
The goal of this study was to investigate the effect of two different cooperative learning approaches, namely, the Jigsaw Cooperative Approach (JCA) and the Traditional Cooperative Approach (TCA), on students' learning and practices/actions within the context of a WebQuest science investigation. Another goal of this study was to identify possible…
Descriptors: Video Technology, Investigations, Cooperative Learning, Ecology