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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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Akcaoglu, Mete; Dogan, Selcuk; Hodges, Charles B. – TechTrends: Linking Research and Practice to Improve Learning, 2022
In this paper, we describe the design, development, and implementation of a curriculum based on teaching computer science using an industry-standard game-design software: Unity 3D. We discuss the theoretical underpinnings of our instructional design process and steps we have taken to introduce complexity and maintain student motivation. We discuss…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Implementation, Coding
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Adeli Ynostroza-Ochoa; Sylvia Celedón-Pattichis; Marios S. Pattichis; Irán Tovar; Melissa Ibarra – International Journal of Multicultural Education, 2025
Although there have been efforts to broaden the participation of underrepresented students in Science, Technology, Engineering, and Mathematics (STEM), few studies have focused on how Latine bilingual students in rural contexts can access computer programming. The purpose of this case study is to examine how translanguaging facilitates…
Descriptors: Computer Science Education, Code Switching (Language), Second Language Learning, Native Language
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
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Lijun Ni; Gillian Bausch; Elizabeth Thomas-Cappello; Fred Martin; Bernardo Feliciano – ACM Transactions on Computing Education, 2024
This study examined student learning outcomes from a middle school computer science (CS) curriculum developed through a researcher and practitioner partnership (RPP) project. The curriculum is based on students creating mobile apps that serve community and social good. We collected two sets of data from 294 students in three urban districts: (1)…
Descriptors: Computer Software, Middle School Students, Coding, Self Efficacy
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Fluck, Andrew E.; Ranmuthugala, Dev; Chin, C. K. H.; Penesis, Irene; Chong, Jacky; Yang, Yang; Ghous, Asim – Education and Information Technologies, 2020
The Calculus for Kids project was deliberately designed to use computers in the transformation of curriculum. The intervention used multi-media learning materials to assist teachers and Year 6 (aged 11-12 years) students understand the principles of integral calculus. They used Maple mathematics software to solve real-world problems using these…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 6, Calculus
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Boukhechba, Hicham; Bouhania, Bachir – International Journal of Education and Development using Information and Communication Technology, 2019
The indispensability of ICT tools in EFL classrooms is rather taken for granted, often in a way to promote the teaching/learning experience. Accordingly, teachers more than ever are encouraged or even explicitly instructed to use different tools inside the classroom. However, the lack of a systematic approach that governs the design and the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Middle School Students
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Tobias, Evan S. – International Journal of Music Education, 2015
In this case study, the author investigated intersections of secondary students' musical engagement in a Songwriting and Technology Class (STC) and outside of school. The study traces the experiences of three individual participants and three participant groups (six embedded cases in total) in the creation, performance, recording, and production…
Descriptors: Music, Music Education, Secondary School Students, Music Activities
Thomson, Louise Elizabeth – ProQuest LLC, 2011
Today's adolescents are expected to read and write well at highly competent levels and the content area literacy skills they will acquire in adolescence are necessary for academic achievement as well as life-long learning. In the middle grades, content area literacy skills are perfected through work in various curricular areas, which are housed in…
Descriptors: Research Tools, Qualitative Research, Middle Schools, School Culture
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Bawaneh, Ali Khalid Ali; Zain, Ahmad Nurulazam Md; Ghazali, Munirah – International Education Studies, 2010
The purpose of the present study is to investigate the effectiveness of Conflict Maps and the V-Shape method as teaching methods in bringing about conceptual change in science among primary eighth-grade students in Jordan. A randomly selected sample (N = 63) from the Bani Kenana region North of Jordan was randomly assigned to the two teaching…
Descriptors: Grade 8, Concept Formation, Energy, Foreign Countries
Games, Ivan A. – ProQuest LLC, 2009
The research in this dissertation examined the language and literacy practices of middle school children as they played Gamestar Mechanic, a game-based learning environment constituted by a flash-based multiplayer online role-playing game designed to introduce them to the Discourse of game designers, by exposing them to key principles and…
Descriptors: Learning Theories, Play, Discourse Analysis, Educational Practices
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Wilson, Courtney R.; Murphy, James; Trautmann, Nancy M.; Makinster, James G. – American Biology Teacher, 2009
As part of a curriculum development project entitled Crossing Boundaries, these authors designed an inquiry-based activity that introduces students to landscape change and potential impacts on associated biological communities. Using pairs of current and historical satellite images, students explore landscape change in a variety of U.S. and…
Descriptors: Curriculum Development, Change Agents, Biodiversity, Science Teachers
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Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
Baptista Nunes, Miguel, Ed.; McPherson, Maggie, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the International Conference e-Learning 2014, which was organised by the International Association for Development of the Information Society and is part of the Multi Conference on Computer Science and Information Systems (Lisbon, Portugal July 15-19, 2014). The e-Learning 2014 conference aims to address the…
Descriptors: Conference Papers, Electronic Learning, Educational Technology, Technology Uses in Education