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Rosamaria Crisci; Umberto Dello Iacono; Eva Ferrara Dentice – International Journal for Technology in Mathematics Education, 2023
In this paper, we describe an educational activity involving the use of a digital artifact, implemented in a visual programming environment, for mediating the learning of axial symmetry in primary school through algorithmics and computer programming. The educational activity was designed with the aim of bringing out increasingly…
Descriptors: Programming, Algorithms, Elementary Education, Technology Uses in Education
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Welch, Lise E.; Shumway, Jessica F.; Clarke-Midura, Jody; Lee, Victor R. – Australian Primary Mathematics Classroom, 2021
Robot toys can be used to promote STEM subjects, particularly coding and mathematics. The lesson described in this article illustrates how a robot toy was used with a number line to explore equality and missing addends in Year 1. The lesson progression models how activities can be sequenced to build on developing understandings while supporting…
Descriptors: Robotics, Toys, Coding, STEM Education
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Shansky, Carol L. – Journal of Historical Research in Music Education, 2020
Once referred to as "the most maligned musical instrument on earth," the harmonica holds an important historical place in music education as an instrument around which bands were formed, solo and ensemble competitions were held, and in some cases, careers were born. Much of this activity centered itself on city recreation programs as…
Descriptors: Music, Music Activities, Musical Instruments, Music Education
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King, Alessandra – Australian Mathematics Teacher, 2015
Spatial reasoning--the ability to visualise and play with shapes in one's mind--is essential in many fields, and crucial in any Science, Technology, Engineering, Mathematics [STEM] discipline. It is, for example, the ability that the engineer needs to build bridges; the chemist to see the three-dimensional structure of a molecule; the architect to…
Descriptors: Spatial Ability, Coding, STEM Education, Thinking Skills
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Vasquez, Vivian – Reading Teacher, 2010
The following material, adapted from the new IRA book "Getting Beyond "I Like the Book"" (second edition), highlights how podcasting specifically and technology in general can be used as tools for thinking about the world and for learning and communicating.
Descriptors: Elementary Education, Grade 2, Critical Thinking, Literacy
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Chasnoff, Debra – Social Education, 2005
The truth is that today, millions of children have a parent, uncle, aunt, cousin, sibling or grandparent who is gay. Thousands of dedicated teachers, school administrators and coaches are gays or lesbians. What kind of message is being sent to youth when people say that their loved ones and trusted mentors are not safe for children to meet on TV?…
Descriptors: Homosexuality, Family (Sociological Unit), Programming (Broadcast), Public Television
Thorp, Carmany – Teaching PreK-8, 1995
Describes student use of Hyperstudio computer software to create history adventure games. History came alive while students learned efficient writing skills; learned to understand and manipulate cause, effect choice and consequence; and learned to incorporate succinct locational, climatic, and historical detail. (ET)
Descriptors: Computer Games, Computer Uses in Education, Decision Making Skills, Elementary Education
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Walsh, Thomas E., Jr. – Journal of Research on Computing in Education, 1994
This literature review examines the contribution of the LOGO programming language toward facilitating elementary school students' learning and in promoting problem-solving skills. Topics addressed include positive and negative effects of LOGO use; LOGO theory and development; transfer of LOGO skills; and support for structured, teacher-mediated…
Descriptors: Computer Assisted Instruction, Elementary Education, Elementary School Students, Geometry
Gonsalves, Dotty; Lopez, Joan – Learning & Leading with Technology, 1998
Discusses teaching grade 1-8 students programming and complex problem-solving skills using MicroWorlds, a variation of LOGO. Discusses game programming and provides a MicroWorlds "Cat and Mouse" game-planning sheet. Argues that programming instruction fosters creativity, innovation, and patience. (PEN)
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Creativity
Barkhouse, Nancy – Education Canada, 2003
A fourth-grade Nova Scotia class produced a weekly 1-hour radio show. Students decided the program format, show themes, topics, and group members. Each show was co-hosted by four students. All students got a chance to host, and all were successful. The project addressed most of the language arts standards and gave students experience in technology…
Descriptors: Academic Standards, Active Learning, Elementary Education, Experiential Learning
Coady, Barbara – Computing Teacher, 1994
Describes a social studies assignment developed for Arizona eighth graders that focuses on Arizona history but also incorporates English, math, and computer programming skills to create a computer program about traveling through the state. Topics discussed include classroom management, computer requirements, community involvement, and interaction…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Selection, Courseware
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T.H.E. Journal, 2006
A history teacher uses a computer game to interest students in World War II. A former TV reporter creates a new journalism curriculum that turns high school kids into real on-air broadcasters. An administrator and a technology coordinator team up to bring their campuses in contact with others around the world. A project director devises a…
Descriptors: Distance Education, Immigrants, History Instruction, Educational Games