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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
Faten A. Zahran – Journal of Educational Research and Practice, 2025
The current study examined the effect of using Nearpod with a guided reading strategy on primary pupils' reading comprehension skills and motivation. I designed three tools to accomplish the research, including a reading skills checklist, a reading test, and a reading motivation scale. The results confirmed that the regular technique used in…
Descriptors: Reading Strategies, Reading Instruction, Elementary School Students, Reading Comprehension
Okan Yeti?sensoy; Hidir Karaduman – Education and Information Technologies, 2024
The aim of this research is to investigate the educational potential of AI-powered chatbots in Social Studies learning-teaching processes. The study was conducted using embedded design, evaluated within the framework of mixed methods research. The study group consists of 78 6th-grade students studying in three different classes, along with one…
Descriptors: Artificial Intelligence, Grade 6, Social Studies, Middle School Students
Mikhail Shchevliagin; Diana Koroleva – Turkish Online Journal of Distance Education, 2024
The process of humanization, placing a person at the heart of learning and teaching, has become a key movement in education to meet the requirements of the 21st century. In this regard, designing innovations to serve the human needs first is essential. Personalized learning (PL), being an example of a human-centric innovation, is a promising…
Descriptors: Individualized Instruction, Teacher Attitudes, Foreign Countries, Grade 5
Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Vince Davis – ProQuest LLC, 2023
Educators within Illinois public schools faced challenges transitioning from face-to-face to remote learning during the COVID-19 pandemic. The target audience for this study was students in sixth through eighth grade. The problem was teachers from Grades 6 through 8 had limited experience using technology for remote educating and learning. The…
Descriptors: Grade 6, Grade 7, Grade 8, Middle School Teachers
Armstrong, Alayne – Canadian Journal of Science, Mathematics and Technology Education, 2022
In recent years, the use of personal electronic devices has become widespread in Canadian society, and many Canadian schools are adopting "bring your own device" policies. This exploratory research investigates the technological practices of middle years students with mathematics learning disabilities who use personal electronic devices…
Descriptors: Mathematics Instruction, Middle School Students, Student Attitudes, Learning Disabilities
Emery Bosch; Jonathan Sun; Andrew Wang; Jin Kim Montclare – Journal of Education, 2025
Gamified simulations, integrating gameplay into education, cater to younger learners' digital preferences and align with Next Generation Science Standards. Current virtual modules focus on advanced high school classes, leaving a gap for middle school students. This study investigated the impact of substituting recitations in a 6th-grade ecology…
Descriptors: Grade 6, Ecology, Environmental Education, Gamification
Bui, Nguyen-Bich-Thy – Asia Pacific Education Review, 2023
The interactive whiteboard is an innovative technological tool that is becoming increasingly popular in educational settings. Using two different methods of instruction--traditional and interactive--this study aims to investigate the effects of the interactive whiteboard on classroom interaction, student achievement, and student attitudes. Drawing…
Descriptors: Educational Technology, Visual Aids, Educational Equipment, Bulletin Boards
Ingram, Phyllis E. – ProQuest LLC, 2023
In the southeastern United States, many local school districts have mandated an increased use of instructional technology to address low reading proficiency among English language learners (ELLs). However, local district leaders and stakeholders concurred that additional research was needed to explore how teachers were using technology in their…
Descriptors: Educational Technology, Technology Uses in Education, Reading Instruction, English Language Learners
Manshadi, Saeed – International Journal of Mathematical Education in Science and Technology, 2022
This paper presents a case study of two sixth-grade students' use of an iPad as an instructional tool for mathematics. Based on their written and oral responses, we investigated and analyzed their meaning making process with mathematical content in a classroom where the iPad was a central tool for teaching practices. The analyses were based on…
Descriptors: Grade 6, Mathematics Instruction, Middle School Students, Handheld Devices
Gabriele Stupuriene; Tatjana Jevsikova; Yasemin Gülbahar; Anita Juškeviciene; Austeja Gindulyte; Agne Juodagalvyte – Education and Information Technologies, 2025
The demand to incorporate informatics into primary education is seen as a critical necessity both today, and for the future of modern societies. Numerous countries are currently revising their primary education curricula in order to incorporate informatics concepts and computational thinking skills. Although many successful initiatives have been…
Descriptors: Elementary School Curriculum, Elementary School Students, Elementary School Teachers, Elementary Education
Aydin, Miraç – Journal of Biological Education, 2021
Research on Mobile Augmented Reality (Mobile AR) includes studies addressing Mobile AR integration into learning environments along with the quality of instructions by researchers about using mobile AR in classrooms. Findings revealed that even inexperienced teachers/pre-service science teachers who lacked any prescribed material could use mobile…
Descriptors: Preservice Teacher Education, Preservice Teachers, Computer Simulation, Educational Technology
Çakiroglu, Ünal; Mumcu, Suheda – Journal of Educational Computing Research, 2020
This exploratory study attempts to determine problem solving steps in block based programming environments. The study was carried out throughout one term within Code.org. Participants were 15 6th grade secondary school students enrolled in an IT course at a public secondary school. Observations, screenshots and interviews were analyzed together to…
Descriptors: Foreign Countries, Grade 6, Secondary School Students, Problem Solving