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Filipe T. Moreira; Mário Vairinhos; Fernando Ramos – Educational Media International, 2024
The Internet of Things is shifting the way people interact with each other, the way people interact with objects, and the way objects interact with each other. This reality is creating a new paradigm, where the world becomes more interconnected. In the field of Education, we are at the beginning of understanding the profound transformation that…
Descriptors: Educational Technology, Technology Uses in Education, Interaction, Internet
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Niyomsuk, Sasina; Polyiem, Titiworada – Journal of Educational Issues, 2022
The influence of social media on education has been glowing in the last decade, and it shows a potential path to develop learners' practical skills. The purposes of the study were to investigate the effectiveness of TikTok as a supportive activity on grade 7 students' Thai traditional dancing art learning achievement and to investigate the…
Descriptors: Grade 7, Foreign Countries, Dance, Social Media
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Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
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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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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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Sonsun, Pawanrat; Hemtasin, Chulida; Thongsuk, Tawan – Journal of Education and Learning, 2023
The objectives of this research were as follows: (1) to develop learning activities in science and technology subjects using inquiry-based learning for seventh-grade students (12-13 years old); (2) to develop academic achievement for the topic of elements and compounds using inquiry-based learning management activities to meet the 70% requirement;…
Descriptors: Academic Achievement, Science Activities, Learning Activities, Active Learning
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Sun, Guangwei – Science Insights Education Frontiers, 2022
With the rapid development of the Internet and other related technologies, the educational community has come to accept the use of educational technology in the classroom. Its innovation not only transforms teaching techniques but also expands students' channels and resources for learning. This article explores the use of educational technology in…
Descriptors: Educational Technology, Foreign Countries, Junior High School Students, Grade 7
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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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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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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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Coskun, Hilal; Dogan, Alev; Uluay, Gulsah – Universal Journal of Educational Research, 2017
Today, most of the researchers have agreed on the importance of classroom environment where students responsible of their own learning. It is important to use modern learning methods with technology to reach this aim in courses. The main purpose of this study is to investigate the effect of using Technology in science courses to investigate 7th…
Descriptors: Student Attitudes, Learning Activities, Science Curriculum, Science Education
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Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
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Andersen, Mette Fredslund; Levinsen, Henrik; Møller, Hasse Harold; Thomsen, Anders Vestergaard – Journal of Museum Education, 2020
Many museums attempt to connect museum activities to classroom learning goals by creating "before" and "after" suggestions for the classroom teacher. Therefore, when doing out of school activities it is common to organize and plan such activities from a before, during and after perspective. The present study primarily rests on…
Descriptors: Science Teaching Centers, Partnerships in Education, Learning Activities, Blended Learning
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Santri, Diah Dwi; Hartono, Yusuf; Somakim – Journal of Education and Learning (EduLearn), 2019
This study aims to produce a learning trajectory using the mathematical modeling in helping students to understand the concept of algebraic operations. Therefore, the design research was chosen to meet the research aims and to give in formulating and developing local instructional theory in learning algebraic operations. Learning trajectory…
Descriptors: Mathematical Models, Algebra, Mathematics Instruction, Video Technology
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