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Caroline Victorine Katemba – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2025
This study investigates the effectiveness of individual versus group annotation procedures in improving reading comprehension among students learning English as a foreign language. The study aims to examine the effects of two annotation procedures, individual and group annotations, on students' reading comprehension and analyze their reactions to…
Descriptors: Reading Comprehension, Documentation, Cooperative Learning, Independent Study
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Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
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Haapaniemi, Janni; Venäläinen, Salla; Malin, Anne; Palojoki, Päivi – Education Inquiry, 2023
Drawing on a sociocultural approach to learning, this article highlights comprehensive school pupils' perspectives on working style and classroom pedagogy based on the integrative approach to learning. Using the diamond ranking method, seven groups of 8th grade pupils ranked classroom practices according to their importance for succeeding in…
Descriptors: Foreign Countries, Family and Consumer Sciences, Grade 8, Middle School Students
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Swidan, Osama; Cusi, Annalisa; Robutti, Ornella; Arzarello, Ferdinando – For the Learning of Mathematics, 2023
This paper introduces a model built upon the Method of Varying Inquiry, offering a didactical approach to problem posing and solving activities that stimulates inquiry-based learning in mathematics classrooms. The model combines the inquiry-based framework with the variation theory and with specific didactical and theoretical elements (the…
Descriptors: Teaching Methods, Mathematics Instruction, Inquiry, Active Learning
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Wiets Botes; Anita Philip – Research in Social Sciences and Technology, 2025
This study investigated whether the Key Concepts in Science Project influenced the pedagogical development of Natural Science teachers. Grounded in social constructivism, emphasising collaborative learning and hands-on interaction, the study employed qualitative methods to collect empirical data. Through photographic evidence, field notes, and…
Descriptors: Natural Sciences, Science Teachers, Scientific Concepts, Cooperative Learning
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Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
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Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
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Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
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Hsien-Sheng Hsiao; Jhen-Han Chen; Tze-ling Chang; Po-Hsun Li; Guang-Han Chung – Journal of Science Education and Technology, 2024
The integration of education and robotics has emerged as a crucial development in the technological landscape. This study focuses on the use of a robot teaching assistant to enhance the learning efficiency of 8th-grade students in hands-on STEM activities centered around the theme of "Smart City." It explores the impact of educational…
Descriptors: Junior High School Students, STEM Education, Knowledge Level, Learning Motivation
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Kexin Qin; Yehui Wang – European Journal of Psychology of Education, 2025
Homework is a self-regulated activity that constitutes a large proportion of learning time. In mathematics, how long is the optimal homework time for achievement development and how to improve homework time efficiency have long been questions. The study examined how mathematics homework time was related to mathematics achievement among Chinese…
Descriptors: Mathematics Achievement, Homework, Guidance, Metacognition
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Wilawan Phothong; Jiraporn Chaimongkol; Luecha Ladachart – Journal of Technology Education, 2023
This study examines the influence of design-based learning on 25 eighth-grade students' design-thinking mindsets, that is, on the mental outlook that they adopt habitually when they engage in design thinking. It also compares changes in design-thinking mindsets across individuals of different genders and different levels of experience in design.…
Descriptors: Design, Concept Formation, Learning Processes, Thinking Skills
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Lütfiye Varoglu; Ayhan Yilmaz; Senol Sen – Center for Educational Policy Studies Journal, 2024
The examination of students' motivation towards lessons is an important aspect of educational studies. The constructivist approach significantly impacts the improvement of students' motivation. The present study aims to examine the use of the 5E learning model with concept maps to support students' motivation and compare the 5E approach and the…
Descriptors: Foreign Countries, Secondary School Students, Secondary School Science, Chemistry
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