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Showing 1 to 15 of 16 results Save | Export
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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
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Iskrenovic-Momcilovic, Olivera – Interactive Learning Environments, 2023
The aim of the research is to examine the contribution of mobile application using in botanical fieldwork to the quality and durability of knowledge of the subject Nature and society compared to multimedia teaching in the fourth grade of primary school. The study involved 120 students, divided into two groups: control group, which taught on the…
Descriptors: Elementary School Students, Control Groups, Grade 4, Handheld Devices
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Gantt, Allison L.; Paoletti, Teo; Greenstein, Steven – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Despite significant research exploring students' quantitative reasoning, few studies have explored the semiotic processes that mediate its development. In this report, we present a case study to show how one student constructed a semiotic chain for a quantity as he worked with a mathematical task. Importantly, we connect frameworks for…
Descriptors: Semiotics, Mathematics Instruction, Instructional Materials, Computer Software
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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
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Katasila, Phichitra; Poonpon, Kornwipa – English Language Teaching, 2022
The present study aimed to investigate the effects of blended learning instruction on vocabulary knowledge of Thai primary school students and students' perceptions toward learning vocabulary through blended learning instruction. A mixed-methods approach was used. Quantitatively, a single group pretest-posttest design was used to measure students'…
Descriptors: Blended Learning, Teaching Methods, Student Attitudes, Elementary School Students
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Chen-Chung Liu; Wan-Jun Chen; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Journal of Educational Computing Research, 2024
Reading requires appropriate strategies to spark initial interest and sustain engagement. One promising strategy is the pedagogical approach of learning-by-teaching, transforming learners into active participants. Integrating this approach into digitalized and individualized reading contexts has the potential to foster the development of young…
Descriptors: Reading Interests, Active Learning, Intelligent Tutoring Systems, Artificial Intelligence
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Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
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Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
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Pöntinen, Susanna; Kärkkäinen, Sirpa; Pihlainen, Kaisa; Räty-Záborszky, Sinikka – Education Sciences, 2019
Formulating questions is an integral part of pupils' learning process and scientific inquiry. Investigating pupil-generated questions in a collaborative science learning setting, combining self-regulation theory and phases of inquiry, can extend the previous research into pupils' questions.This study considered questions from pupils (n = 24, aged…
Descriptors: Inquiry, Questioning Techniques, Learning Processes, Early Adolescents
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Chang, Liang; Chen, Qianqian; Yang, Yuqin; Qian, Xuan – International Association for Development of the Information Society, 2019
This study investigated whether elementary students could collectively advance a knowledge-building discourse through judgments of promisingness and epistemic reflection. Supported by the Promising Idea Tool and its accompanying pedagogical design, 32 grade six students were involved in judging the promisingness of their community ideas, refining…
Descriptors: Reflection, Epistemology, Elementary School Students, Teaching Methods
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Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
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Dong, Yi; Biswas, Gautam – International Educational Data Mining Society, 2017
This paper discusses a novel approach for developing more refined and accurate learner models from student data collected from Open Ended Learning Environments (OELEs). OELEs provide students choice in how they go about constructing solutions to problems, and students exhibit a variety of learning behaviors in such environments. Building accurate…
Descriptors: Student Behavior, Models, Monte Carlo Methods, Learning Processes
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Barajas-Saavedra, Arturo; Álvarez-Rodriguez, Francisco J.; Mendoza-González, Ricardo; Oviedo-De-Luna, Ana C. – Turkish Online Journal of Educational Technology - TOJET, 2015
Development of digital resources is difficult due to their particular complexity relying on pedagogical aspects. Another aspect is the lack of well-defined development processes, experiences documented, and standard methodologies to guide and organize game development. Added to this, there is no documented technique to ensure correct…
Descriptors: Computer Software, Case Studies, Educational Games, Mathematics Instruction
English, Lyn; Watson, Jane – Mathematics Education Research Group of Australasia, 2014
Students explored variation and expectation in a probability activity at the end of the first year of a 3-year longitudinal study across grades 4-6. The activity involved experiments in tossing coins both manually and with simulation using the graphing software, "TinkerPlots." Initial responses indicated that the students were aware of…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Grade 4
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