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Violet Elizabeth Hower – ProQuest LLC, 2023
The problem addressed in this qualitative narrative inquiry study was that middle school students in Grades 6-8 may lack preparation for the required soft skills to enter college or the workforce. The purpose of this qualitative narrative inquiry study was to closely explore the individual participants' stories through thick, rich descriptions and…
Descriptors: Electronic Learning, Computer Uses in Education, Skill Development, Middle School Students
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Syaharuddin; Husain, Husriani; Herianto, Herianto; Jusmiana, Andi – Cypriot Journal of Educational Sciences, 2021
The COVID-19 pandemic caused the education system to suddenly move from offline to online learning, so it takes a variety of effective learning design trials. This research aims to find out the effectiveness of the advance organiser learning model assisted by the Zoom Meeting application. This research was conducted at State Junior High School 3…
Descriptors: Advance Organizers, Videoconferencing, Computer Uses in Education, Instructional Effectiveness
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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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Adigun, Olufemi Timothy; Ndwandwe, Ntokozo Dennis – Research in Social Sciences and Technology, 2022
This study aimed to assess the contributory roles of parental involvement (PI), parental acceptance/rejection (PAR), academic self-efficacy (ASE), computer user self-efficacy (CUSE) vis-à-vis gender and the onset of deafness on the academic resilience (AR) of deaf learners who participated in e-learning during the pandemic. The Bioecological…
Descriptors: Resilience (Psychology), Deafness, Electronic Learning, Distance Education
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Nurjanah; Dahlan, Jarnawi Afgani; Wibisono, Yudi – International Journal of Instruction, 2021
The purpose of this study was to compare two treatments, namely the use of hands-on activity media and computer-based media on the conceptual understanding of mathematics and the reasoning ability of junior high school students. In order to obtain complete information about the comparison of the two, researchers also use groups without learning…
Descriptors: Experiential Learning, Computer Uses in Education, Learning Activities, Mathematical Concepts
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Chaudhuri, Parama – Distance Learning, 2022
The COVID-19 pandemic began in the late months of 2019, and by the spring of 2020, to limit transmission of the virus, schools across the globe closed and transitioned to emergency online teaching. While the move to online teaching and learning was inevitable, many learners, especially in rural and remote areas, found that online schooling had…
Descriptors: Rural Schools, Elementary School Teachers, COVID-19, Pandemics
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Huang, Hsin-Mei E.; Wu, Hsin-Yueh – EURASIA Journal of Mathematics, Science and Technology Education, 2019
This research examined the effects of two instructional treatments on training performance in solid volume measurement and potential effects on solving capacity and displaced volume problems by two related studies. Fifty-three fifth-graders from a public elementary school in Taipei, Taiwan, participated. In the Phase 1 study, the children (n = 27)…
Descriptors: Knowledge Level, Geometry, Mathematics Activities, Intervention
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Pruden, Manning; Kerkhoff, Shea N.; Spires, Hiller A.; Lester, James – Reading & Writing Quarterly, 2017
The aim of this study was to explore how "Narrative Theatre," a narrative-centered digital learning environment, supported the writing processes of 3 struggling adolescent male writers. We utilized a multicase study approach to capture 3 sixth-grade participants' experiences with the digital learning environment before, during, and after…
Descriptors: Writing Achievement, Writing Improvement, Writing Processes, Males
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Araujo, Juan J., Ed.; Babino, Alexandra, Ed.; Dixon, Kathryn, Ed.; Cossa, Nedra, Ed. – Association of Literacy Educators and Researchers, 2022
The theme of this year was educate to liberate. A reminder to the literacy community that education, and literacy extend beyond the content and courses we teach. As Freire puts it, "Leaders who do not act dialogically, but insist on imposing their decisions, do not organize the people--they manipulate them. They do not liberate, nor are…
Descriptors: Literacy Education, Learner Engagement, Empathy, Reading Aloud to Others
Clint Kennedy – ProQuest LLC, 2017
This study investigated how students in two states, one with and one without a state-wide one-to-one laptop program, performed on measures of online research and learning in science. The study replicated and extended the findings of a recent study using more current and more extensive data. In general, this study adds to the body of research…
Descriptors: Middle School Students, Student Research, Electronic Learning, Simulation
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Donne, Vicki; Rugg, Natalie – Deafness & Education International, 2015
This study sought to investigate reading perceptions, computer use perceptions, and online reading comprehension strategy use of 26 students who are deaf/hard of hearing in grades 4 through 8 attending public school districts in a tri-state area of the U.S. Students completed an online questionnaire and descriptive analysis indicated that students…
Descriptors: Partial Hearing, Deafness, Reading Comprehension, Reading Strategies
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Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
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Zhang, Yin; Chu, Samuel K. W. – International Review of Research in Open and Distributed Learning, 2016
In recent years, a number of models concerning problem solving systems have been put forward. However, many of them stress on technology and neglect the research of problem solving itself, especially the learning mechanism related to problem solving. In this paper, we analyze the learning mechanism of problem solving, and propose that when…
Descriptors: Web Based Instruction, Problem Solving, Foreign Countries, Information Processing
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Lin, C.-P.; Wong, L.-H.; Shao, Y.-J. – Journal of Computer Assisted Learning, 2012
This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created concept maps), interactive patterns, and learning perceptions. Sixty-four 12-year-old students from two…
Descriptors: Cooperative Learning, Concept Mapping, Electronic Learning, Computer Uses in Education
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