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Su, Yu-Sheng; Shao, Mingming; Zhao, Li – Journal of Educational Computing Research, 2022
Scratch, a kind of visual programming software, has been widely used in instruction for primary school children. Scratch constructs a digital world for children to design, develop, and create coursework in which their creative thinking is fostered. Different instructional methods have been designed and implemented to stimulate children's creative…
Descriptors: Cognitive Mapping, Creative Thinking, Creativity Tests, Computer Software
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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Sezer, Baris – Journal of Educational Computing Research, 2017
This study examined the effect on the learning and motivation of students of a flipped classroom environment enriched with technology. A mixed research design using a pretest or posttest experimental model, combined with qualitative data, was conducted in a public middle school in Turkey for 2 weeks (three class hours) within a science course.…
Descriptors: Foreign Countries, Science Instruction, Technology Uses in Education, Educational Technology
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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Chen, Hong-Ren; Chiang, Chih-Hao; Lin, Wen-Shan – Journal of Educational Computing Research, 2013
With the rapid progress in information technology, interactive whiteboards have become IT-integrated in teaching activities. The theory of multiple intelligences argues that every person possesses multiple intelligences, emphasizing learners' cognitive richness and the possible role of these differences in enhanced learning. This study is the…
Descriptors: Foreign Countries, Visual Aids, Educational Technology, Computer Uses in Education
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Mostow, Jack; Nelson-Taylor, Jessica; Beck, Joseph E. – Journal of Educational Computing Research, 2013
A 7-month study of 178 students in grades 1-4 at two Blue Ribbon schools compared two daily 20-minute treatments. Eighty-eight students used the 2000-2001 version of Project LISTEN's Reading Tutor (www.cs.cmu.edu/~listen) in 10-computer labs, averaging 19 hours over the course of the year. The Reading Tutor served as a computerized implementation…
Descriptors: Oral Reading, Intelligent Tutoring Systems, Sustained Silent Reading, Comparative Analysis