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Showing 1 to 15 of 24 results Save | Export
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Yuwamon Prasretsung; Naruemon Thepnuan; Duangkamol Kaewdaeng – Turkish Online Journal of Educational Technology - TOJET, 2024
The objectives of this research were to: 1) develop online lessons with the Google Classroom application on computer system operation for secondary 2 (Grade 8) students; 2) study pre-test and post-test academic achievement; and 3) study the students' satisfaction with the online lessons with the Google Classroom application on computer system…
Descriptors: Computer Software, Electronic Learning, Computers, Curriculum Development
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von Wangenheim, Aldo; von Wangenheim, Christiane Gresse; Pacheco, Fernando S.; Hauck, Jean C. R.; Ferreira, Miriam Nathalie F. – International Journal of Computer Science Education in Schools, 2017
Computing education in schools faces several problems, such as a lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating the teaching of computing within other subjects, creating the need to motivate teachers from other disciplines to teach computing in middle school.…
Descriptors: Middle School Teachers, Teacher Motivation, Workshops, Computer Science Education
Abdüsselam, Mustafa Serkan; Yildiz, Cemalettin; Göl, Resül – Online Submission, 2016
The aim of this qualitative study is to determine middle and secondary school students' approaches related to computers and internet. To achieve this aim a form consisted of 8 open-ended questions was used. The implementation was carried out to 322 middle school and 161 secondary school students in Trabzon and Giresun cities on 2015-2016 school…
Descriptors: Middle School Students, High School Students, Student Attitudes, Knowledge Level
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Ward, R. Bruce; Sienkiewicz, Frank; Sadler, Philip; Antonucci, Paul; Miller, Jaimie – Astronomy Education Review, 2013
We describe activities created to help student participants in Project ITEAMS (Innovative Technology-Enabled Astronomy for Middle Schools) develop a deeper understanding of picture elements (pixels), image creation, and analysis of the recorded data. ITEAMS is an out-of-school time (OST) program funded by the National Science Foundation (NSF) with…
Descriptors: Astronomy, Middle School Students, Science Instruction, Computer Uses in Education
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Asterhan, Christa S. C.; Schwarz, Baruch B.; Gil, Julia – British Journal of Educational Psychology, 2012
CoBackground: Research has shown the importance of careful teacher support during collaborative group work to promote productive discourse between students (Webb, 2009). However, this research has traditionally focused on face-to-face communication. The role of online teacher guidance of small-group computer-mediated discussions has received…
Descriptors: Scripts, Persuasive Discourse, Discussion Groups, Cooperation
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Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment
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Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
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Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
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Ayres, Kevin; Cihak, David – Intellectual and Developmental Disabilities, 2010
The purpose of this study was to evaluate the effects of a computer-based video instruction (CBVI) program to teach life skills. Three middle school-aged students with intellectual disabilities were taught how to make a sandwich, use a microwave, and set the table with a CBVI software package. A multiple probe across behaviors design was used to…
Descriptors: Maintenance, Mental Retardation, Computer Software, Computers
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Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming
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Kebritchi, Mansureh – British Journal of Educational Technology, 2010
Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…
Descriptors: Instructional Design, Elementary Secondary Education, Computers, Educational Games
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Villano, Matt – T.H.E. Journal, 2008
The technology is simple: Mobile technologies such as handheld computers and global positioning systems work in sync to create an alternate, hybrid world that mixes virtual characters with the actual physical environment. The result is a digital simulation that offers powerful game-playing opportunities and allows students to become more engaged…
Descriptors: Educational Technology, College Faculty, Middle School Students, Mathematics Education
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Teston, George – Journal of Technology Education, 2008
When asked about individual perceptions of "technology," 68% of Americans primarily equate the term to the computer. Although this perception under represents the true breadth of the field, the statistic does speak to the ubiquitous role the computer plays across many technology disciplines. Software has become the building block of all major…
Descriptors: Computer Software, Antisocial Behavior, Crime, Economic Impact
Kurt, A. Askim; Kilicer, Kerem – Online Submission, 2007
This software is prepared within a project by pre-service teachers for K-8 students in Turkey in order to teach the subject "How do we perceive our environment" found in the scope of science in a more visual and concrete manner. The software is designed in a way that it will cover all the behavioral objectives of the subject in question…
Descriptors: Health Education, Behavioral Objectives, Computer Software, Computers
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Given, Barbara K.; Wasserman, John D.; Chari, Sharmila A.; Beattie, Karen; Eden, Guinevere F. – Brain and Language, 2008
The current study was conducted to test the premise that computer-based intervention that targets auditory temporal processing combined with language exercises (Fast ForWord[R]) is effective in remediating children with disorders of language and reading. Sixty-five middle school struggling readers were randomly assigned to one of five groups and…
Descriptors: Experimental Groups, Control Groups, Intervention, Language Impairments
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