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Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Holmes, Neil – ProQuest LLC, 2019
The purpose of this quasi-experimental quantitative study was to determine if the incorporation of a student response system in third grade mathematics led to an increase in student achievement as measured by the MAP Growth: Math 2-5 CCSS 2010 V2 interim assessment. The study was founded on the basis that providing students with educational…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 3, Audience Response Systems
Shamir, Haya; Feehan, Kathryn; Yoder, Erik – Journal of Educational Multimedia and Hypermedia, 2017
This study explores the efficacy of the Waterford Early Reading program (ERP) for teaching kindergarten and first grade students' early reading concepts. Students attended 3 elementary schools in Alabama. The treatment group used the software program whereas the control group did not use the software. Analyses revealed a significant treatment…
Descriptors: Kindergarten, Grade 1, Reading Programs, Reading Instruction
Durak, Gürhan; Cankaya, Serkan; Yunkul, Eyup; Ozturk, Gülcan – Online Submission, 2017
Despite the widespread use of Social Learning Networks (SLNs), there is little research on the effectiveness of these sites in related literature. Therefore, there is a need for studies investigating but use of SLNs in educational environments and their effects on learners' academic achievements. In this study, the purpose was to investigate the…
Descriptors: Socialization, Student Attitudes, Academic Achievement, Foreign Countries
Puspitasari, Cita; Subiyanto – Malaysian Online Journal of Educational Technology, 2017
This paper proposes a new android application for early childhood learning reading. The description includes a design, development, and an evaluation experiment of an educational game for learning reading on android. Before developing the game, Unified Modeling Language (UML) diagrams, interfaces, animation, narrative or audio were designed.…
Descriptors: Early Childhood Education, Educational Games, Educational Technology, Technology Uses in Education
Chiu, Fu-Yuan; Hsieh, Mei-Ling – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Grade 2
Lai, Ching-san – International Journal of Research in Education and Science, 2016
The major purpose of this study was to determine the learning performance of the air concept unit for third graders in a primary school facilitated by the iPod inquiry teaching method. This study adopts a quasi-experimental method. Participants were third graders in a primary school in New Taipei city. The experimental group consisted of 53…
Descriptors: Grade 3, Elementary School Students, Elementary School Science, Educational Technology
Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te – EURASIA Journal of Mathematics, Science & Technology Education, 2017
A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…
Descriptors: Foreign Countries, Asian Culture, Teaching Methods, Motion
Kostaris, Christoforos; Sergis, Stylianos; Sampson, Demetrios G.; Giannakos, Michail N.; Pelliccione, Lina – Educational Technology & Society, 2017
The emerging Flipped Classroom approach has been widely used to enhance teaching practices in many subject domains and educational levels, reporting promising results for enhancing student learning experiences. However, despite this encouraging body of research, the subject domain of Information and Communication Technologies (ICT) teaching at…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Homework
Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPad® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
Vernon-Feagans, L.; Bratsch-Hines, M.; Varghese, C.; Bean, A.; Hedrick, A. – Learning Disabilities Research & Practice, 2015
The targeted reading intervention (TRI) is a professional development program for rural kindergarten and first grade classroom teachers to help them provide effective reading strategies with struggling readers. In two randomized controlled trials, the TRI was delivered two ways: (1) literacy coaches provided support for classroom teachers through…
Descriptors: Reading Programs, Intervention, Faculty Development, Rural Schools
Lindberg, Renny; Seo, Jungryul; Laine, Teemu H. – IEEE Transactions on Learning Technologies, 2016
Increases in the numbers of obese and overweight children are a major issue in post-industrial societies because obesity can lead to severe health-related problems. In addition, many challenges affect the quantity and quality of physical education (PE) provided by schools. Exergames that combine exercise with gaming have been recognized as a…
Descriptors: Physical Education, Educational Games, Exercise, Telecommunications
del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
Liou, Wei-Kai; Chang, Chun-Yen – Educational Technology & Society, 2014
This study proposes an innovation Laser-Driven Interactive System (LaDIS), utilizing general IWBs (Interactive Whiteboard) didactics, to support student learning for rural and developing regions. LaDIS is a system made to support traditional classroom practices between an instructor and a group of students. This invention effectively transforms a…
Descriptors: Lasers, Educational Technology, Technology Uses in Education, Interaction
Varma, Keisha – Journal of Science Education and Technology, 2014
Researchers from multiple perspectives have shown that young students can engage in the scientific reasoning involved in science experimentation. However, there is little research on how well these young students learn in inquiry-based learning environments that focus on using scientific experimentation strategies to learn new scientific…
Descriptors: Inquiry, Science Instruction, Science Experiments, Thermodynamics
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