NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Ünal Çakiroglu – Learning: Research and Practice, 2024
This quasi-experimental study aims to compare the effects of using combinations of written text, animation and narration in multimedia courseware. 114 sixth grade students assigned in three conditions were participated in the study. Three versions of the courseware with combinations of animation, text and narration were developed taking modality…
Descriptors: Courseware, Computer Assisted Instruction, Multimedia Instruction, Comparative Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Andy Ding-Xuan Ng; Aloysius Ong; Alwyn Vwen Yen Lee; Chew Lee Teo – Pedagogies: An International Journal, 2024
Research and development of Learning Analytics (LA) have created new ways to support students' learning. However, our understanding of teachers' roles when implementing LA in classroom practices remains nascent. This study investigates how teachers can implement LA to support students' agency in directing their own inquiry, when engaging in a…
Descriptors: Learning Analytics, Grade 5, Elementary School Students, Grade 6
Peer reviewed Peer reviewed
Direct linkDirect link
Liu, Yuan-Chen; Huang, Tzu-Hua; Lin, I-Hsuan – Innovation in Language Learning and Teaching, 2023
The aim of this study is to use augmented reality and hands-on activity with phonics cubes to create an augmented reality English learning system named the Rolling Alphabet-AR System to investigate its impact on English learning, flow experience, and English self-efficacy for sixth graders. This study adopted quasi-experimental research on 114…
Descriptors: Alphabets, English (Second Language), Second Language Learning, Phonics
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Tzu-Ling; Tseng, Yi-Kuan – Journal of Computer Assisted Learning, 2020
The purpose of this study was to investigate not only the effectiveness of dynamic versus static visualizations on learning star motions but also the influence of students' spatial abilities with these two types of visualizations on their learning. We assigned 155 fifth-grade students to either a dynamic or a static condition. We used a science…
Descriptors: Teaching Methods, Computer Assisted Instruction, Spatial Ability, Science Achievement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Journal of Learning Analytics, 2015
Researchers have long recognized the potential benefits of open-ended computer- based learning environments (OELEs) to help students develop self-regulated learning (SRL) behaviours. However, measuring self-regulation in these environments is a difficult task. In this paper, we present our work in developing and evaluating "coherence…
Descriptors: Educational Environment, Computer Assisted Instruction, Independent Study, Learning Strategies