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Nihal Eres; Tugba Ecevit – Journal of Inquiry Based Activities, 2025
This study aimed to design, implement, and evaluate the feasibility of an activity titled "Space Adventure for Little Explorers", integrating the engineering and entrepreneurship design model within the STEM education framework into preschool education. The activity was structured in four stages: (1) Discovery with the Family, (2)…
Descriptors: Engineering Education, Entrepreneurship, Preschool Education, Learning Activities
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Kallery, Maria; Sofianidis, A.; Pationioti, P.; Tsialma, K.; Katsiana, X. – International Journal of Early Years Education, 2022
Cognitive style differences, also known as 'empathizing' and 'systemizing' have been argued as one reason that may explain differences in children's motivation to learn science. Researchers claim that people with a 'systemizing' cognitive style are likelier to engage in science than those with an 'empathizing' cognitive style. As such, they…
Descriptors: Cognitive Style, Learning Motivation, Learner Engagement, Inquiry
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Anderson, Andrea Earline; Meier, Jessica A. – Journal of STEM Arts, Crafts, and Constructions, 2018
The integration of art into curricula focused on teaching science is a new perspective in education designed to reach a broader range of students. The current study examined the process of second-grade students participating in science and art activities through qualitative content analysis. The subjects of science and art were not taught to the…
Descriptors: Elementary School Students, Primary Education, Grade 2, Civil Engineering
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Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro – International Journal of Game-Based Learning, 2014
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
Descriptors: Educational Games, Academic Achievement, Learner Engagement, Learning Motivation
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Liao, Guan-Ze; Shih, Yi-Jyun – Designs for Learning, 2013
Sudoku is an intelligence game that has fascinated many people. In addition to offering entertainment, it also attracts players to solve more challenging Sudoku questions. Sudoku novices tend to fail to focus on understanding the operation rules because the grid, words, and numbers of Sudoku are too complicated. The main purpose of this study is…
Descriptors: Games, Elementary School Students, Grade 3, Foreign Countries