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No Child Left Behind Act 20011
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Ndudi O. Ezeamuzie; Jessica S. C. Leung; Dennis C. L. Fung; Mercy N. Ezeamuzie – Journal of Computer Assisted Learning, 2024
Background: Computational thinking is derived from arguments that the underlying practices in computer science augment problem-solving. Most studies investigated computational thinking development as a function of learners' factors, instructional strategies and learning environment. However, the influence of the wider community such as educational…
Descriptors: Educational Policy, Predictor Variables, Computation, Thinking Skills
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Bimerew Kerie Tesfaw; Mulugeta Atnafu Ayele; Tadele Ejigu Wondimuneh – Cogent Education, 2024
The poor level of engagement in learning mathematics is primarily caused by ineffective methods of instruction. Therefore, the purpose of this study was to investigate how context-based problem-posing and solving instructional approaches influence students' engagement in learning data handling using a concurrent embedded quasi-experimental…
Descriptors: Elementary School Students, Elementary School Mathematics, Mathematics Education, Grade 5
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Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
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Cui, Ying; Guo, Qi; Leighton, Jacqueline P.; Chu, Man-Wai – International Journal of Testing, 2020
This study explores the use of the Adaptive Neuro-Fuzzy Inference System (ANFIS), a neuro-fuzzy approach, to analyze the log data of technology-based assessments to extract relevant features of student problem-solving processes, and develop and refine a set of fuzzy logic rules that could be used to interpret student performance. The log data that…
Descriptors: Inferences, Artificial Intelligence, Data Analysis, Computer Assisted Testing
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Xing, Wanli; Li, Chenglu; Chen, Guanhua; Huang, Xudong; Chao, Jie; Massicotte, Joyce; Xie, Charles – Journal of Educational Computing Research, 2021
Integrating engineering design into K-12 curricula is increasingly important as engineering has been incorporated into many STEM education standards. However, the ill-structured and open-ended nature of engineering design makes it difficult for an instructor to keep track of the design processes of all students simultaneously and provide…
Descriptors: Engineering Education, Design, Feedback (Response), Student Evaluation
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Kinnebrew, John S.; Segedy, James R.; Biswas, Gautam – IEEE Transactions on Learning Technologies, 2017
Research in computer-based learning environments has long recognized the vital role of adaptivity in promoting effective, individualized learning among students. Adaptive scaffolding capabilities are particularly important in open-ended learning environments, which provide students with opportunities for solving authentic and complex problems, and…
Descriptors: Computer Assisted Instruction, Problem Solving, Learning, Student Behavior
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Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
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Sengupta-Irving, Tesha; Agarwal, Priyanka – Mathematical Thinking and Learning: An International Journal, 2017
Students are expected to learn mathematics such that when they encounter challenging problems they will persist. Creating opportunities for students to persist in problem solving is therefore argued as essential to effective teaching and to children developing positive dispositions in mathematical learning. This analysis takes a novel approach to…
Descriptors: Problem Solving, Persistence, Mathematics Education, Elementary School Mathematics
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Burns, Barbara; Henry, Julie; McCarthy, Dianne; Tripp, Jennifer – Gifted Child Today, 2017
Math Circles are designed to allow students to explore mathematics using a problem-solving/inquiry approach. Many of the students attending our Math Circle are mathematically talented and curious. This study examines the perspectives of the students and their families in determining why students attend Math Circle, what they enjoy about Math…
Descriptors: Middle School Students, Academically Gifted, Secondary School Mathematics, Problem Solving
Mohr, Doris, Ed.; Walcott, Crystal, Ed.; Kloosterman, Peter, Ed. – National Council of Teachers of Mathematics, 2019
"Mathematical Thinking: From Assessment Items to Challenging Tasks" is a compilation of 36 problem-based lessons that encourage students to engage in productive struggle and deep thinking. Its 36 full-length lessons for grades 2-8 are each inspired by an actual test item from the National Assessment of Educational Progress (NAEP).…
Descriptors: Problem Based Learning, Test Items, Elementary School Mathematics, Middle School Mathematics
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Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
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Maf'ulah, Syarifatul; Juniati, Dwi; Siswono, Tatag Yuli Eko – Educational Research and Reviews, 2016
The fact that there is no much study on reversibility is one of reason this study was conducted. Others, the importance of reversibility is also being researcher's motivation for focusing pupils' reversibility. On the other hand, the concern on pupils' reversibility is a major concern. The objective of this research is to identify errors done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Error Patterns
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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
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Lu, Wang; Rongxiao, Cai – Frontiers of Education in China, 2016
We are now living in an era of big data. From the perspective of data analysis of classroom questioning, the paper chooses three districts in City B that have significant differences. These are educationally developed District D, less developed District F, and developing District M. The study uses the stratified sampling method to choose from…
Descriptors: Questioning Techniques, Discussion (Teaching Technique), Data Analysis, Beginning Teachers
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