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O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Ricca, Bernard P.; Bowers, Nicole; Jordan, Michelle E. – Journal of Experimental Education, 2020
Research around problem solving in collaborative groups has made progress, but several conceptual and methodological issues remain. These issues include the appropriate choices of units of analysis; the ability of current theoretical sets of macrocognition codes to capture group dynamics; detection and identification of potentially emergent…
Descriptors: Systems Approach, Group Dynamics, Problem Solving, Cooperative Learning
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Wilson-Lopez, Amy; Gregory, Stacie; Larsen, Victor – Journal of Pre-College Engineering Education Research, 2016
For decades, researchers have asserted that K-12 teachers should embed reading comprehension instruction within each academic discipline, including "technical subjects" such as engineering. Recently, this assertion has become a source of controversy among researchers and practitioners who believe that time spent on teaching reading…
Descriptors: Elementary School Students, Reading Comprehension, Engineering, Reading Strategies
Zimmerman, Heather Toomey; Bell, Philip – International Journal of Science Education, Part B: Communication and Public Engagement, 2014
This project analyses the prevalence and social construction of science in the everyday activities of multicultural, multilingual children in one urban community. Using cross-setting ethnographic fieldwork (i.e. home, museum, school, community), we developed an ecologically grounded interview protocol and analytical scheme for gauging students'…
Descriptors: Science Education, Ethnography, Family Environment, Museums
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities