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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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Avinal, Merve; Aydin, Abdullah – Journal of Turkish Science Education, 2022
The aim of this study is to investigate the effectiveness of the activities designed with 3D printing technology on the teaching of the sixth-grade systems in our body unit and to determine the views of students on this technology. In this study, a mixed research design in which quantitative and qualitative research methods are used together was…
Descriptors: Learning Activities, Science Education, Printing, Computer Peripherals
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Genç, Murat – Online Submission, 2015
The purpose of this study was to investigate the effect of scientific studies on students' scientific literacy and attitude towards science course. For the study, a middle school science study group was established by randomly selecting 30 students from the 6th, 7th, and 8th grades. Participating students were given information about the…
Descriptors: Middle School Students, Grade 6, Grade 7, Grade 8